Doug
L. James
Associate
Professor
Department
of
Computer Science
Cornell
University
| Jeffrey
N.
Chadwick
and Doug L. James, Animating
Fire
with Sound, ACM
Transactions on Graphics (SIGGRAPH 2011), 30(4),
August 2011. ABSTRACT:
We
propose
a
practical
method
for
synthesizing
plausible
fire sounds that
are synchronized with physically based fire
animations. To enable
synthesis of combustion sounds without incurring the
cost of
time-stepping fluid simulations at audio rates, we
decompose our
synthesis procedure into two components. First, a
low-frequency flame
sound is synthesized using a physically based combustion
sound model
driven with data from a visual flame simulation run at a
relatively low
temporal sampling rate. Second, we propose two bandwidth
extension
methods for synthesizing additional high-frequency flame
sound content:
(1) spectral bandwidth extension which synthesizes
higher-frequency
noise matching combustion sound spectra from theory and
experiment; and
(2) data-driven texture synthesis to synthesize
high-frequency content
based on input flame sound recordings. Various examples
and comparisons
are presented demonstrating plausible flame sounds, from
small candle
flames to large flame jets.
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| Changxi
Zheng
and
Doug L. James, Toward
High-Quality Modal Contact Sound, ACM Transactions on Graphics
(SIGGRAPH
2011), 30(4), August 2011. ABSTRACT:
Contact
sound
models
based
on
linear
modal
analysis
are commonly used with
rigid body dynamics. Unfortunately, treating vibrating
objects as
"rigid" during collision and contact processing
fundamentally limits
the range of sounds that can be computed, and contact
solvers for rigid
body animation can be ill-suited for modal contact sound
synthesis,
producing various sound artifacts. In this paper, we
resolve modal
vibrations in both collision and frictional contact
processing stages,
thereby enabling non-rigid sound phenomena such as
micro-collisions,
vibrational energy exchange, and chattering. We propose
a frictional
multibody contact formulation and modified Staggered
Projections solver
which is well-suited to sound rendering and avoids noise
artifacts
associated with spatial and temporal contact-force
fluctuations which
plague prior methods. To enable practical
animation and sound
synthesis of numerous bodies with many coupled modes, we
propose a
novel asynchronous integrator with mode-level
adaptivity built into
the frictional contact solver. Vibrational contact
damping is modeled
to approximate contact-dependent sound dissipation.
Results are
provided that demonstrate high-quality contact
resolution with sound.
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Theodore Kim and Doug L. James, Physics-based Character Skinning using Multi-Domain Subspace Deformations, In ACM SIGGRAPH / Eurographics Symposium on Computer Animation, August 2011. (Best paper award)
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Changxi Zheng
and
Doug
L. James, Rigid-Body Fracture Sound with
Precomputed Soundbanks, ACM
Transactions on Graphics (SIGGRAPH 2010), 29(3), July
2010, pp.
69:1-69:13. ABSTRACT:
We
propose
a
physically
based
algorithm
for
synthesizing
sounds
synchronized
with
brittle
fracture
animations.
Motivated
by laboratory
experiments, we approximate brittle fracture sounds
using time-varying
rigid-body sound models. We extend methods for
fracturing rigid
materials by proposing a fast quasistatic stress solver
to resolve
near-audio-rate fracture events, energy-based fracture
pattern modeling
and estimation of “crack”-related fracture
impulses. Multipole
radiation models provide scalable sound radiation for
complex debris
and level of detail control. To reduce soundmodel
generation costs for
complex fracture debris, we propose Precomputed
Rigid-Body Soundbanks
comprised of precomputed ellipsoidal sound proxies.
Examples and
experiments are presented that demonstrate plausible and
affordable
brittle fracture sounds.
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Jernej Barbic
and
Doug
L. James, Subspace Self-Collision Culling,
ACM
Transactions on Graphics (SIGGRAPH 2010), 29(3), July
2010, pp.
81:1-81:9. ABSTRACT:
We
show
how
to
greatly
accelerate
self-collision
detection
(SCD)
for
reduced
deformable
models.
Given
a
triangle mesh and a set of
deformation modes, our method precomputes Subspace
Self-Collision
Culling (SSCC) certificates which, if satisfied, prove
the absence of
self-collisions for large parts of the model. At
runtime, bounding
volume hierarchies augmented with our certificates can
aggressively
cull overlap tests and reduce hierarchy updates. Our
method supports
both discrete and continuous SCD, can handle complex
geometry, and
makes no assumptions about geometric smoothness or
normal bounds. It is
particularly effective for simulations with modest
subspace
deformations, where it can often verify the absence of
self-collisions
in constant time. Our certificates enable low amortized
costs, in time
and across many objects in multi-body dynamics
simulations. Finally,
SSCC is effective enough to support self-collision tests
at audio
rates, which we demonstrate by producing the first sound
simulations of
clattering objects.
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| Jonathan
Kaldor,
Doug
L.
James
and Steve
Marschner, Efficient Yarn-based Cloth with
Adaptive
Contact Linearization, ACM
Transactions on Graphics (SIGGRAPH 2010), 29(3), July
2010, pp.
205:1-105:10. ABSTRACT:
Yarn-based
cloth
simulation
can
improve
visual
quality
but
at
high
computational
costs
due
to
the
reliance on numerous persistent yarn-yarn contacts to
generate material behavior. Finding so many contacts in
densely
interlinked geometry is a pathological case for
traditional collision
detection, and the sheer number of contact interactions
makes contact
processing the simulation bottleneck. In this paper, we
propose a
method for approximating penalty-based contact forces in
yarn-yarn
collisions by computing the exact contact response at
one time step,
then using a rotated linear force model to approximate
forces in nearby
deformed configurations. Because contacts internal
to the cloth
exhibit good temporal coherence, sufficient accuracy can
be obtained
with infrequent updates to the approximation, which are
done adaptively
in space and time. Furthermore, by tracking
contact models we
reduce the time to detect new contacts. The end result
is a 7- to
9-fold speedup in contact processing and a 4- to 5-fold
overall
speedup, enabling simulation of character-scale
garments.
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Jeffrey
Chadwick, Steven
An, and
Doug
L. James, Harmonic Shells: A Practical Nonlinear
Sound Model
for Near-Rigid Thin Shells, ACM
Transactions on Graphics (SIGGRAPH ASIA Conference
Proceedings),
28(5), December 2009, pp. 119:1-119:10.
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Theodore Kim and Doug L. James, Skipping Steps in Deformable Simulation with Online Model Reduction, ACM Transactions on Graphics (SIGGRAPH ASIA Conference Proceedings), 28(5), December 2009, pp. 123:1-123:9.
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Changxi
Zheng and Doug L. James, Harmonic
Fluids, ACM
Transaction on
Graphics (SIGGRAPH 2009), 28(3), August 2009, pp.
37:1-37:12.
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Steven An, Theodore Kim and Doug L. James, Optimizing Cubature for Efficient Integration of Subspace Deformations, ACM Transactions on Graphics (SIGGRAPH ASIA Conference Proceedings), 27(5), December 2008, pp. 165:1-165:10.
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Danny M. Kaufman, Shinjiro Sueda, Doug L. James and Dinesh K. Pai, Staggered Projections for Frictional Contact in Multibody Systems, ACM Transactions on Graphics (SIGGRAPH ASIA Conference Proceedings), 27(5), December 2008, pp. 164:1-164:11.
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Jonathan Kaldor, Doug L. James and Steve Marschner, Simulating Knitted Cloth at the Yarn Level, ACM Transactions on Graphics (SIGGRAPH Conference Proceedings), 27(3), August 2008, pp. 65:1-65:9.
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Christopher D.
Twigg and
Doug L. James, Backward Steps in Rigid Body
Simulation, ACM Transactions on Graphics
(SIGGRAPH Conference Proceedings),
27(3),
August
2008,
pp.
25:1-25:10.
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Theodore Kim,
Nils
Thuerey, Doug L.
James and Markus
Gross, Wavelet Turbulence for Fluid
Simulation, ACM
Transactions
on
Graphics
(SIGGRAPH
Conference
Proceedings), 27(3),
August 2008, pp. 50:1-50:6.
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Nicolas Bonneel, George Drettakis, Nicolas Tsingos, Isabelle Viaud-Delmon and Doug L. James, Fast Modal Sounds with Scalable Frequency-Domain Synthesis, ACM Transactions on Graphics (SIGGRAPH Conference Proceedings), 27(3), August 2008, pp. 24:1-24:9.
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Jernej Barbič and Doug L. James, Six-DoF haptic rendering of contact between geometrically complex reduced deformable models, IEEE Transactions on Haptics, 1(1):39–52, 2008.
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| Twenty-First
Century
Waterfall:
Animating
Water
Bottle
Recycling
Rates This
outreach
animation
was
made
to
raise
awareness
about
the
surprisingly
poor
recycling
rates
of
plastic
water
bottles.
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Jernej Barbič
and Doug L.
James, Time-critical
distributed contact for 6-DoF haptic rendering of
adaptively sampled
reduced deformable models, In Proceedings
of
ACM
SIGGRAPH
Symposium
on
Computer
Animation (SCA 2007), San
Diego, CA, August 2007. (Best paper award)ABSTRACT: Real-time evaluation of distributed contact forces for rigid or deformable 3D objects is important for providing multi-sensory feedback in emerging real-time applications, such as 6-DoF haptic force-feedback rendering. Unfortunately, at very high temporal rates (1 kHz for haptics), there is often insufficient time to resolve distributed contact between geometrically complex objects.
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Christopher D.
Twigg and
Doug L. James, Many-Worlds
Browsing
for
Control of Multibody Dynamics, ACM
Transactions
on
Graphics
(Proc.
SIGGRAPH
2007), 26(3), July
2007, pp. 14:1-14:8.ABSTRACT: Animation techniques for controlling passive simulation are commonly based on an optimization paradigm: the user provides goals a priori, and sophisticated numerical methods minimize a cost function that represents these goals. Unfortunately, for multibody systems with discontinuous contact events these optimization problems can be highly nontrivial to solve, and many-hour offline optimizations, unintuitive parameters, and convergence failures can frustrate end-users and limit usage. On the other hand, users are quite adaptable, and systems which provide interactive feedback via an intuitive interface can leverage the user’s own abilities to quickly produce interesting animations. However, the online computation necessary for interactivity limits scene complexity in practice.
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Alec R. Rivers and
Doug L.
James, FastLSM: Fast
Lattice
Shape Matching for Robust Real-Time Deformation, ACM Transactions on Graphics
(Proc.
SIGGRAPH 2007), 26(3), July 2007, pp. 82:1-82:6.ABSTRACT: We introduce a simple technique that enables robust approximation of volumetric, large-deformation dynamics for real-time or large-scale offline simulations. We propose Lattice Shape Matching, an extension of deformable shape matching to regular lattices with embedded geometry; lattice vertices are smoothed by convolution of rigid shape matching operators on local lattice regions, with the effective mechanical stiffness specified by the amount of smoothing via region width. Since the naive method can be very slow for stiff models--per-vertex costs scale cubically with region width--we provide a fast summation algorithm, Fast Lattice Shape Matching (FastLSM), that exploits the inherent summation redundancy of shape matching and can provide large-region matching at constant per-vertex cost. With this approach, large lattices can be simulated in linear time. We present several examples and benchmarks of an efficient CPU implementation, including many dozens of soft bodies simulated at real-time rates on a typical desktop machine.
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Doug
L.
James,
Christopher
D. Twigg, Andrew
Cove and Robert Y.
Wang, Mesh Ensemble Motion Graphs:
Data-driven
Mesh Animation with Constraints, ACM Transactions on Graphics,
26(4), October 2007, pp. 17:1-17:16.
ABSTRACT: We describe a technique for using space-time cuts to smoothly transition between stochastic mesh animation clips involving numerous deformable mesh groups while subject to physical constraints. These transitions are used to construct Mesh Ensemble Motion Graphs for interactive data-driven animation of high-dimensional mesh animation datasets, such as those arising from expensive physical simulations of deformable objects blowing in the wind. We formulate the transition computation as an integer programming problem, and introduce a novel randomized algorithm to compute transitions subject to geometric noninterpenetration constraints.
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Doug
L.
James,
Jernej
Barbić and Dinesh
K. Pai, Precomputed
Acoustic
Transfer: Output-sensitive, accurate sound generation
for geometrically
complex vibration sources, ACM
Transactions on Graphics, 25(3), pp. 987-995, July
2006, pp.
987-995.
ABSTRACT: Simulating sounds produced by realistic vibrating objects is challenging because sound radiation involves complex diffraction and interreflection effects that are very perceptible and important. These wave phenomena are well understood, but have been largely ignored in computer graphics due to the high cost and complexity of computing them at audio rates. We describe a new algorithm for real-time synthesis of realistic sound radiation from rigid objects. We start by precomputing the linear vibration modes of an object, and then relate each mode to its sound pressure field, or acoustic transfer function, using standard methods from numerical acoustics. Each transfer function is then approximated to a specified accuracy using low-order multipole sources placed near the object. We provide a low-memory, multilevel, randomized algorithm for optimized source placement that is suitable for complex geometries. At runtime, we can simulate new interaction sounds by quickly summing contributions from each modes equivalent multipole sources. We can efficiently simulate global effects such as interreflection and changes in sound due to listener location. The simulation costs can be dynamically traded-off for sound quality. We present several examples of sound generation from physically based animations.
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Doug
L.
James
and
Christopher
D. Twigg, Skinning
Mesh Animations, ACM
Transactions on Graphics (ACM SIGGRAPH 2005), 24(3),
pp. 399-407,
August 2005, pp. 399-407.
ABSTRACT: We extend approaches for skinning characters to the general setting of skinning deformable mesh animations. We provide an automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudo-articulated motions. Our contributions include the use of nonparametric mean shift clustering of high-dimensional mesh rotation sequences to automatically identify statistically relevant bones, and robust least squares methods to determine bone transformations, bone-vertex influence sets, and vertex weight values. We use a low-rank data reduction model defined in the undeformed mesh configuration to provide progressive convergence with a fixed number of bones. We show that the resulting skinned animations enable efficient hardware rendering, rest pose editing, and deformable collision detection. Finally, we present numerous examples where skins were automatically generated using a single set of parameter values.
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Jernej Barbič
and Doug
L. James, Real-Time Subspace Integration of
St.Venant-Kirchhoff
Deformable Models, ACM
Transactions on Graphics (ACM
SIGGRAPH 2005), 24(3), pp. 982-990,
August 2005, pp. 982-990.
ABSTRACT: In this paper, we present an approach for fast subspace integration of reduced-coordinate nonlinear deformable models that is suitable for interactive applications in computer graphics and haptics. Our approach exploits dimensional model reduction to build reduced-coordinate deformable models for objects with complex geometry. We exploit the fact that model reduction on large deformation models with linear materials (as commonly used in graphics) result in internal force models that are simply cubic polynomials in reduced coordinates. Coefficients of these polynomials can be precomputed, for efficient runtime evaluation. This allows simulation of nonlinear dynamics using fast implicit Newmark subspace integrators, with subspace integration costs independent of geometric complexity. We present two useful approaches for generating low-dimensional subspace bases: modal derivatives and an interactive sketch. Mass-scaled principal component analysis (mass-PCA) is suggested for dimensionality reduction. Finally, several examples are given from computer animation to illustrate high performance, including force-feedback haptic rendering of a complicated object undergoing large deformations.
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Doug L. James and Dinesh K. Pai,
BD-Tree:
Output-Sensitive
Collision
Detection
for
Reduced
Deformable
Models, ACM
Transactions on Graphics (ACM
SIGGRAPH 2004),
23(3), pp. 393-398, August 2004, pp. 393-398. [BiBTeX]
ABSTRACT: We introduce the Bounded Deformation Tree, or BD-Tree, which can perform collision detection with reduced deformable models at costs comparable to collision detection with rigid objects. Reduced deformable models represent complex deformations as linear superpositions of arbitrary displacement fields, and are used in a variety of applications of interactive computer graphics. The BD-Tree is a bounding sphere hierarchy for output-sensitive collision detection with such models. Its bounding spheres can be updated after deformation in any order, and at a cost independent of the geometric complexity of the model; in fact the cost can be as low as one multiplication and addition per tested sphere, and at most linear in the number of reduced deformation coordinates. We show that the BD-Tree is also extremely simple to implement, and performs well in practice for a variety of real-time and complex off-line deformable simulation examples.
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Doug
L.
James,
Jernej Barbic,
and Christopher
D. Twigg,Squashing
Cubes:
Automating
Deformable
Model
Construction
for
Graphics, In Proceedings
of the
SIGGRAPH 2004 Conference on Sketches & Applications. ACM
Press, August
2004.
[BiBTeX]
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Doug L.
James
and Kayvon
Fatahalian,Precomputing
Interactive
Dynamic
Deformable
Scenes, ACM
Transactions
on
Graphics
(ACM
SIGGRAPH
2003), 22(3), pp.
879-887, 2003.
[BiBTeX]
ABSTRACT: We present an approach for precomputing data-driven models of interactive physically based deformable scenes. The method permits real-time hardware synthesis of nonlinear deformation dynamics, including self-contact and global illumination effects, and supports real-time user interaction. We use data-driven tabulation of the system's deterministic state space dynamics, and model reduction to build efficient low-rank parameterizations of the deformed shapes. To support runtime interaction, we also tabulate impulse response functions for a palette of external excitations. Although our approach simulates particular systems under very particular interaction conditions, it has several advantages. First, parameterizing all possible scene deformations enables us to precompute novel reduced coparameterizations of global scene illumination for low-frequency lighting conditions. Second, because the deformation dynamics are precomputed and parameterized as a whole, collisions are resolved within the scene during precomputation so that runtime self-collision handling is implicit. Optionally, the data-driven models can be synthesized on programmable graphics hardware, leaving only the low-dimensional state space dynamics and appearance data models to be computed by the main CPU.
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Paul G. Kry,
Doug L. James
and Dinesh K. Pai,
EigenSkin:
Real Time Large Deformation Character Skinning in
Hardware, ACM SIGGRAPH Symposium on Computer
Animation, pp. 153-160, 2002.
ABSTRACT: We present a technique which allows subtle nonlinear quasi-static deformations of articulated characters to be compactly approximated by data-dependent eigenbases which are optimized for real time rendering on commodity graphics hardware. The method extends the common Skeletal-Subspace Deformation (SSD) technique to provide efficient approximations of the complex deformation behaviours exhibited in simulated, measured, and artist-drawn characters. Instead of storing displacements for key poses (which may be numerous), we precompute principal components of the deformation influences for individual kinematic joints, and so construct error-optimal eigenbases describing each joint's deformation subspace. Pose-dependent deformations are then expressed in terms of these reduced eigenbases, allowing precomputed coefficients of the eigenbasis to be interpolated at run time. Vertex program hardware can then efficiently render nonlinear skin deformations using a small number of eigendisplacements stored in graphics hardware. We refer to the final resulting character skinning construct as the model's EigenSkin. Animation results are presented for a very large nonlinear finite element model of a human hand rendered in real time at minimal cost to the main CPU.
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Doug L. James
and Dinesh K. Pai,
DyRT:
Dynamic Response Textures for Real Time Deformation
Simulation with
Graphics Hardware, ACM Transactions on
Graphics
(ACM SIGGRAPH 2002), 21(3), pp.
582-585, 2002.
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Doug L. James and Dinesh K.
Pai, Real
Time Simulation of Multizone Elastokinematic Models,
2002 IEEE
Intl. Conference on Robotics and Automation,
Washington DC, May
2002.
ABSTRACT: We introduce precomputed multizone elastokinematic models for interactive simulation of multibody kinematic systems which include elastostatic deformations. This enables an efficient form of domain decomposition, suitable for interactive simulation of stiff flexible structures for real time applications such as interactive assembly. One advantage of multizone models is that each zone can have small strains, and hence be modeled with linear elasticity, while the entire multizone/multibody system admits large nonlinear relative strains. This permits fast capacitance matrix algorithms and precomputed Green's functions to be used for efficient real time simulation. Examples are given for a human finger modeled as a kinematic chain with a compliant elastic covering.
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Doug L. James and Dinesh K.
Pai, Multiresolution
Green's Function Methods for Interactive Simulation of
Large-scale
Elastostatic Objects, ACM Transactions on
Graphics, 22(1), pp.
47-82, 2003.
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Doug L. James, Multiresolution
Green's
Function Methods for Interactive Simulation of
Large-scale Elastostatic
Objects and other Physical Systems in Equilibrium,
Ph.D. Thesis,
Institute of Applied Mathematics, UBC, 2001.
ABSTRACT: |
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Dinesh K.
Pai, Kees
van den Doel,
Doug
L.
James, Jochen
Lang,John
E. Lloyd, Joshua
L. Richmond,
Som H. Yau, Scanning Physical Interaction
Behavior of 3D
Objects, Proceedings of ACM SIGGRAPH 2001, pp.
87-96, 2001.
ABSTRACT: We describe a system for constructing computer models of several aspects of physical interaction behavior, by scanning the response of real objects. The behaviors we can successfully scan and model include deformation response, contact textures for interaction with force-feedback, and contact sounds. The system we describe uses a highly automated robotic facility that can scan behavior models of whole objects. We provide a comprehensive view of the modeling process, including selection of model structure, measurement, estimation, and rendering at interactive rates. The results are demonstrated with two examples: a soft stuffed toy which has significant deformation behavior, and a hard clay pot which has significant contact textures and sounds. The results described here make it possible to quickly construct physical interaction models of objects for applications in games, animation, and e-commerce. |
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Doug L. James and Dinesh K. Pai,
A Unified
Treatment of Elastostatic Contact Simulation for Real
Time Haptics, Haptics-e,
The Electronic Journal of Haptics Research (www.haptics-e.org),
Vol. 2,
Number 1, September 27, 2001.
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Doug L.
James and Dinesh
K. Pai, ARTDEFO: Accurate Real Time
Deformable Objects, Proceedings
of ACM
SIGGRAPH 99, pp.
65-72,
1999.
ABSTRACT: We present an algorithm for fast, physically accurate simulation of deformable objects suitable for real time animation and virtual environment interaction. We describe the boundary integral equation formulation of static linear elasticity as well as the related Boundary Element Method (BEM) discretization technique. In addition, we show how to exploit the coherence of typical interactions to achieve low latency; the boundary formulation lends itself well to a fast update method when a few boundary conditions change. The algorithms are described in detail with examples from ArtDefo, our implementation. |