Abstract

We propose a fast physically-based simulation system for skeleton-driven deformable body characters. Our system can generate realistic motions of self-propelled deformable body characters by considering the two-way interactions among the skeleton, the deformable body, and the environment in the dynamic simulation. It can also compute the passive jiggling behavior of a deformable body driven by a kinematic skeletal motion. We show that a well-coordinated combination of: (1) a reduced deformable body model with nonlinear finite elements, (2) a linear-time algorithm for skeleton dynamics, and (3) explicit integration can boost simulation speed to orders of magnitude faster than existing methods, while preserving modeling accuracy as much as possible. Parallel computation on the GPU has also been implemented to obtain an additional speedup for complicated characters. Detailed discussions of our engineering decisions for speed and accuracy of the simulation system are presented in the article. We tested our approach with a variety of skeleton-driven deformable body characters, and the tested characters were simulated in real time or near real time.

Highlights

  • Many researchers are interested in fast simulation of elastically deformable bodies and many approximate techniques have been proposed, along with fixes to those techniques

  • A nonlinear finite element method is chosen to handle largely deformed elements effectively, a reduced system for deformable bodies obtained by applying mesh embedding and mass lumping is used to speed up the simulation, and a linear-time algorithm is used to solve the fully nonlinear dynamics of the skeletons

  • Though such an approach could be thought as a practical choice for graphics applications that are generous with regard to the simulation accuracy, sometimes it could lead to visible artifacts such as overly stiff behaviors of soft thin bodies surrounded by coarse control lattices as pointed out in Nesme et al [2009]

Read more

Summary

INTRODUCTION

Many researchers are interested in fast simulation of elastically deformable bodies and many approximate techniques have been proposed, along with fixes to those techniques. The skeleton is driven kinematically so that the global skeletal motion is not affected by the secondary motions of the passive deformable bodies and the environment. In this paper we present a fast physics simulation system for skeleton-driven deformable body characters. A nonlinear finite element method is chosen to handle largely deformed elements effectively, a reduced system for deformable bodies obtained by applying mesh embedding and mass lumping is used to speed up the simulation, and a linear-time algorithm is used to solve the fully nonlinear dynamics of the skeletons. After reviewing related previous work, we will explain our choices in building an approximate mathematical model for a skeleton-driven deformable body system and solving the equations of motion of the dynamical system efficiently, 4 and 5.

RELATED WORK
NONLINEAR FINITE ELEMENTS
Nonlinear Deformation
Elastic Forces
U stress deformation gradient
Largely Deformed Elements
REDUCED SYSTEM
Mesh Embedding
Mass Lumping
Mechanical Properties near Boundary
SKELETON-DRIVEN DEFORMABLE BODY
20 Skeleton dynamics
PARALLEL COMPUTING
RESULTS
CONCLUSION

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.