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dc.contributor.authorAltenhofen, Christianen_US
dc.contributor.authorSchuwirth, Felixen_US
dc.contributor.authorStork, Andréen_US
dc.contributor.authorFellner, Dieter W.en_US
dc.contributor.editorFabrice Jaillet and Florence Zaraen_US
dc.date.accessioned2017-04-22T17:18:05Z
dc.date.available2017-04-22T17:18:05Z
dc.date.issued2017
dc.identifier.isbn978-3-03868-032-1
dc.identifier.urihttp://dx.doi.org/10.2312/vriphys.20171079
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/vriphys20171079
dc.description.abstractIn this paper, we present a novel approach for a tighter integration of 3D modeling and physically-based simulation. Instead of modeling 3D objects as surface models, we use a volumetric subdivision representation. Volumetric modeling operations allow designing 3D objects in similar ways as with surface-based modeling tools. Encoding the volumetric information already in the design mesh drastically simplifies and speeds up the mesh generation process for simulation. The transition between design, simulation and back to design is consistent and computationally cheap. Since the subdivision and mesh generation can be expressed as a precomputable matrix-vector multiplication, iteration times can be greatly reduced compared to common modeling and simulation setups. Therefore, this approach is especially well suited for early-stage modeling or optimization use cases, where many geometric changes are made in a short time and their physical effect on the model has to be evaluated frequently. To test our approach, we created, simulated and adapted several 3D models. Additionally, we measured and evaluated the timings for generating and applying the matrices for different subdivision levels. For comparison, we also measured the tetrahedral meshing functionality offered by CGAL for similar numbers of elements. For changing topology, our implicit meshing approach proves to be up to 70 times faster than creating the tetrahedral mesh only based on the outer surface. Without changing the topology and by precomputing the matrices, we achieve a speed-up of up to 2800.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]
dc.subjectComputational Geometry and Object Modeling
dc.subjectPhysically based modeling
dc.subjectCurve
dc.subjectsurface
dc.subjectsolid
dc.subjectand object representations
dc.titleImplicit Mesh Generation using Volumetric Subdivisionen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulation
dc.description.sectionheadersSession 1
dc.identifier.doi10.2312/vriphys.20171079
dc.identifier.pages9-19


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