Meshless deformations based on shape matching

Matthias Müller, Bruno Heidelberger, M. Teschner, M. Gross
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引用次数: 628

Abstract

We present a new approach for simulating deformable objects. The underlying model is geometrically motivated. It handles pointbased objects and does not need connectivity information. The approach does not require any pre-processing, is simple to compute, and provides unconditionally stable dynamic simulations.The main idea of our deformable model is to replace energies by geometric constraints and forces by distances of current positions to goal positions. These goal positions are determined via a generalized shape matching of an undeformed rest state with the current deformed state of the point cloud. Since points are always drawn towards well-defined locations, the overshooting problem of explicit integration schemes is eliminated. The versatility of the approach in terms of object representations that can be handled, the efficiency in terms of memory and computational complexity, and the unconditional stability of the dynamic simulation make the approach particularly interesting for games.
基于形状匹配的无网格变形
我们提出了一种模拟可变形物体的新方法。底层模型是几何驱动的。它处理基于点的对象,不需要连接信息。该方法不需要任何预处理,计算简单,并提供无条件稳定的动态仿真。我们的可变形模型的主要思想是用几何约束代替能量,用当前位置到目标位置的距离代替力。这些目标位置是通过对未变形的静止状态与当前点云的变形状态进行广义形状匹配来确定的。由于点总是指向定义明确的位置,因此消除了显式积分方案的超调问题。该方法在可处理的对象表示方面的通用性,在内存和计算复杂性方面的效率,以及动态模拟的无条件稳定性使该方法对游戏特别有趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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