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Large steps in cloth simulation
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Graphical modeling and animation of brittle fracture
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Implicit fairing of irregular meshes using diffusion and curvature flow
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Multiresolution hierarchies on unstructured triangle meshes
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Fast Volume Preservation for a Mass-Spring System
IEEE Computer Graphics and Applications
Journal of Visual Communication and Image Representation
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Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Volume-preserving LSM deformations
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Real-time example-based elastic deformation
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Real-time example-based elastic deformation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Technical Section: Fast and stable cloth simulation based on multi-resolution shape matching
Computers and Graphics
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We introduce an efficient technique for robustly simulating incompressible objects with thousands of elements in real-time. Instead of considering a tetrahedral model, commonly used to simulate volumetric bodies, we simply use their surfaces. Not requiring hundreds or even thousands of elements in the interior of the object enables us to simulate more elements on the surface, resulting in high quality deformations at low computation costs. The elasticity of the objects is robustly simulated with a geometrically motivated shape matching approach which is extended by a fast summation technique for arbitrary triangle meshes suitable for an efficient parallel computation on the GPU. Moreover, we present an oscillation-free and collision-aware volume constraint, purely based on the surface of the incompressible body. The novel heuristic we propose in our approach enables us to conserve the volume, both globally and locally. Our volume constraint is not limited to the shape matching method and can be used with any method simulating the elasticity of an object. We present several examples which demonstrate high quality volume conserving deformations and compare the run-times of our CPU implementation, as well as our GPU implementation with similar methods.