Abstract

In real-time contents, such as games and interactive simulators, it is very important to reduce the amount of simulation computation of 3D deformable objects. Although position-based dynamics has been proposed to reduce the amount of computation, the number of nodes for the tetrahedral model to represent a volumetric deformable object has to be increased, which makes the real-time simulation difficult. Therefore, this paper proposes an Internal shape preserving constraint(ISPC) generation algorithm integrated into the position-based dynamics to represent the physical properties of the 3D volumetric deformable object, while reducing the number of nodes filling the interior of the object. The proposed algorithm not only provides motion behavior similar to the tetrahedral model by using a surface model, but also enables real-time simulation by reducing the number of nodes constituting the 3D virtual object. It showed high FPS with reduced computation time compared to the tetrahedral model, and the volume maintenance and physical properties of model were expressed similarly to the tetrahedral model.

Highlights

  • Objects in the real world have various physical properties, various physically-based simulation methods have been researched to generate by computer realistic virtual objects with the properties of these objects

  • This paper proposes an Internal shape preserving constraint(ISPC) generation algorithm integrated into the positionbased dynamics to represent the physical properties of the 3D volumetric deformable object, while reducing the number of nodes filling the interior of the object

  • Unlike previous dynamic simulation approaches that are based on force or some successful impulse/velocitybased approaches, Position-based dynamic (PBD) manipulates the position of the virtual object directly

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Summary

Introduction

Objects in the real world have various physical properties, various physically-based simulation methods have been researched to generate by computer realistic virtual objects with the properties of these objects. The tetrahedral model basically proceeds using the Delaunay triangulation to generate the tetrahedra for a virtual object [5] Using a tool such as TetGen [6], which generates a tetrahedron with the Delaunay triangulation algorithm implemented, a tetrahedron can be created in the surface model. It is possible to generate a tetrahedral model through the TetGen tool after the surface model is fully implemented. This paper proposes a limited solution to two problems (difficulty of creating the tetrahedral model and heavy computational cost) mentioned above that may occur in modeling and real-time simulation. With this method, we discovered two possibilities. The vertex information of the surface model can be utilized without additional costs, and a similar physical property model is implemented, while reducing the amount of computation compared to the tetrahedral model

Physically-Based Simulation Methods
Full Algorithm Overview
Overview of Proposed ISPC Generation Algorithm
Experimental Settings and Implementation Details
Result of Experimental Tests
Findings
Conclusion
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