The approximation power of moving least-squares
Mathematics of Computation
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-Time Finite Element Modeling for Surgery Simulation: An Application to Virtual Suturing
IEEE Transactions on Visualization and Computer Graphics
Point based animation of elastic, plastic and melting objects
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Haptic Rendering: Introductory Concepts
IEEE Computer Graphics and Applications
Modeling the Effect of Rayleigh Damping on the Stability of Real-Time Finite Element Models
WHC '05 Proceedings of the First Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Meshless animation of fracturing solids
ACM SIGGRAPH 2005 Papers
On Suturing Simulation with Haptic Feedback
EuroHaptics '08 Proceedings of the 6th international conference on Haptics: Perception, Devices and Scenarios
A point-based method for animating elastoplastic solids
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Towards interactive haptic simulation of cutting
International Journal of Virtual Technology and Multimedia
Tetrahedral mass spring model for fast soft tissue deformation
IS4TM'03 Proceedings of the 2003 international conference on Surgery simulation and soft tissue modeling
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This paper presents a study for defining the levels-of-detail (LOD) in point-based computational mechanics in haptic rendering of objects. The approach uses the description of object as a set of sampled points. In comparison with the finite element method (FEM), point-based approach does not rely on any predefined mesh representation and depends on the point representation of the object. Different from solving the governing equations of motion representing the entire object based on pre-defined mesh representation which is used in FEM, in point-based modeling approach, the number of points involved in the computation of displacement/deformation can be adaptively re-defined during the solution cycle. This frame work can offer an implementation for the notion of LOD techniques for which can be used to tune the haptic rendering environment for increased realism and computational efficiency. This paper presents some initial experimental studies in implementing LOD in such environment.