A muscle model for animation three-dimensional facial expression
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Graphical modeling and animation of brittle fracture
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A fast and robust GJK implementation for collision detection of convex objects
Journal of Graphics Tools
The motion dynamics of snakes and worms
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Graphical modeling and animation of ductile fracture
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Real-time simulation of deformation and fracture of stiff materials
Proceedings of the Eurographic workshop on Computer animation and simulation
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
D4MD: deformation system for a vehicle simulation game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
All-hexahedral remeshing for the finite element analysis of metal forming processes
Finite Elements in Analysis and Design
Vehicle crash accident reconstruction based on the analysis 3D deformation of the auto-body
Advances in Engineering Software
Real-time deformation and fracture in a game environment
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Realistic animation and rendering of the metal shell is an important aspect for movies, video games and other simulators. Usually this is handled by FEM method, which requires extremely high computational cost due to solving the stiffness matrix. We now propose a trick that could smartly avoid the large scale computation required by FEM, and could still generate visually convincing images of metal shell. We do so by first partitioning the shell into k rigid sub-shells that evolve independently during impact, before using a simple spring-mass model is applied between each adjacent vertex to retain continuity of the shell. This technique could produce realistically looking deformed rigid shells in real-time and can easily be integrated in any game engine and physics engine.