Good vibrations: modal dynamics for graphics and animation
SIGGRAPH '89 Proceedings of the 16th 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
Dynamic deformation of solid primitives with constraints
SIGGRAPH '92 Proceedings of the 19th 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
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
ArtDefo: accurate real time deformable objects
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A comparative study of sparse approximate inverse preconditioners
IMACS'97 Proceedings on the on Iterative methods and preconditioners
Dynamic real-time deformations using space & time adaptive sampling
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Scanning physical interaction behavior of 3D objects
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A multiresolution framework for dynamic deformations
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
CHARMS: a simple framework for adaptive simulation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
DyRT: dynamic response textures for real time deformation simulation with graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Multiresolution Approximate Inverse Preconditioners
SIAM Journal on Scientific Computing
Robust Approximate Inverse Preconditioning for the Conjugate Gradient Method
SIAM Journal on Scientific Computing
Physically Based Models with Rigid and Deformable Components
IEEE Computer Graphics and Applications
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
GI '04 Proceedings of the 2004 Graphics Interface Conference
Modal Warping: Real-Time Simulation of Large Rotational Deformation and Manipulation
IEEE Transactions on Visualization and Computer Graphics
Clustering method for fast deformation with constraints
Proceedings of the 2005 ACM symposium on Solid and physical modeling
Real-Time subspace integration for St. Venant-Kirchhoff deformable models
ACM SIGGRAPH 2005 Papers
Concepts and Applications of Finite Element Analysis
Concepts and Applications of Finite Element Analysis
Efficient mesh deformation using tetrahedron control mesh
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Efficient mesh deformation using tetrahedron control mesh
Computer Aided Geometric Design
Skipping steps in deformable simulation with online model reduction
ACM SIGGRAPH Asia 2009 papers
Real-time large-deformation substructuring
ACM SIGGRAPH 2011 papers
Physics-based character skinning using multi-domain subspace deformations
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Efficiently simulating large deformations of flexible objects is a challenging problem in computer graphics. In this paper, we present a physically based approach to this problem, using the linear elasticity model and a finite elements method. To handle large deformations in the linear elasticity model, we exploit the domain decomposition method, based on the observation that each sub-domain undergoes a relatively small local deformation, involving a global rigid transformation. In order to efficiently solve the deformation at each simulation time step, we pre-compute the object responses in terms of displacement accelerations to the forces acting on each node, yielding a force-displacement matrix. However, the force-displacement matrix could be too large to handle for densely tessellated objects. To address this problem, we present two methods. The first method exploits spatial coherence to compress the force-displacement matrix using the clustered principal component analysis method; and the second method pre-computes only the force-displacement vectors for the boundary vertices of the sub-domains and resorts to the Cholesky factorization to solve the acceleration for the internal vertices of the sub-domains. Finally, we present some experimental results to show the large deformation effects and fast performance on complex large scale objects under interactive user manipulations.