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Approximate Euclidean shortest path in 3-space
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A new Voronoi-based surface reconstruction algorithm
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A State Machine for Real-Time Cutting of Tetrahedral Meshes
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
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SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Meshless animation of fracturing solids
ACM SIGGRAPH 2005 Papers
Hybrid Cutting of Deformable Solids
VR '06 Proceedings of the IEEE conference on Virtual Reality
Delaunay refinement algorithms for triangular mesh generation
Computational Geometry: Theory and Applications
Proximity graphs for defining surfaces over point clouds
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The domain of a point set surface
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Hybrid simulation of deformable solids
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Interactive physically-based shape editing
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Interactive physically-based shape editing
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Mesh cutting during real-time physical simulation
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
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Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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IEEE Computer Graphics and Applications - Special issue title on demystifying visual analytics impaired driving in virtual spaces
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Unified simulation of elastic rods, shells, and solids
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Mesh cutting during real-time physical simulation
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Efficient collision detection for brittle fracture
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Real time dynamic fracture with volumetric approximate convex decompositions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Fracture animation based on high-dimensional Voronoi diagrams
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We present a novel algorithm for efficiently splitting deformable solids along arbitrary piecewise linear crack surfaces in cutting and fracture simulations. We propose the use of a meshless discretization of the deformation field, and a novel visibility graph for fast update of shape functions in meshless discretizations. We decompose the splitting operation into a first step where we synthesize crack surfaces as triangle meshes, and a second step where we use the newly synthesized surfaces to update the visibility graph, and thus the meshless discretization of the deformation field. The separation of the splitting operation into two steps, along with our novel visibility graph, enables high flexibility and control over the splitting trajectories, provides fast dynamic update of the meshless discretization, and facilitates an easy implementation, making our algorithm scalable, versatile, and suitable for a large range of applications, from computer animation to interactive medical simulation.