Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Modeling soil: realtime dynamic models for soil slippage and manipulation
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A Rule-Based Interactive Behavioral Animation System for Humanoids
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
Modelling objects with changing shapes: a survey
Machine Graphics & Vision International Journal
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Particle-based simulation of granular materials
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Driving object deformations from internal physical processes
Proceedings of the 2007 ACM symposium on Solid and physical modeling
Free-flowing granular materials with two-way solid coupling
ACM SIGGRAPH Asia 2010 papers
Terramechanics based terrain deformation for real-time off-road vehicle simulation
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
Real-time GPU-based simulation of dynamic terrain
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
A material point method for snow simulation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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This paper deals with the modeling of loose soil (sandy, muddy, etc.) When an object moves on such grounds, the object's and the soil's movement both depend the mutual physical interactions, and therefore are very difficult to achieve with kinematic or geometric models. We use a particle-based dynamic modeler and achieve a discrete model of plasticity, which accounts for the influence of the soil on objects moving on this soil, but also for the influence of the object on the movement and the shape of the soil. Thus we have simulated soil compression and piling, vehicles leaving tire traces, spinning, skidding and even sinking. This first step is the simulation of the soil-object system at a discretization scale that can be termed "intermediate". A subsequent step consists of the simulation of a finer physical soil model in order to account for smaller-scale dynamic phenomena.