vriphys12
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Browsing vriphys12 by Subject "Computer Graphics [I.3.7]"
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Item Efficient Cloth Simulation Using an Adaptive Finite Element Method(The Eurographics Association, 2012) Bender, Jan; Deul, Crispin; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinIn this paper we present an efficient adaptive cloth simulation based on the sqrt-3-refinement scheme. Our adaptive cloth model can handle arbitrary triangle meshes and is not restricted to regular grid meshes which are required by other methods. Previous works on adaptive cloth simulation often use discrete cloth models like mass-spring systems in combination with a specific subdivision scheme. The problem of such models is that the simulation does not converge to the correct solution as the mesh is refined. We propose to use a cloth model which is based on continuum mechanics since continuous models do not have this problem. In order to perform an efficient simulation we use a linear elasticity model in combination with a corotational formulation. The sqrt-3-subdivision scheme has the advantage that it generates high quality meshes while the number of triangles increases only by a factor of 3 in each refinement step. However, the original scheme only defines a mesh refinement. Therefore, we introduce an extension to support the coarsening of our simulation model as well. Our proposed mesh adaption can be performed efficiently and therefore does not cause much overhead. In this paper we will show that a significant performance gain can be achieved by our adaptive method.Item Fast Simulation of Inextensible Hair and Fur(The Eurographics Association, 2012) Müller, Matthias; Kim, Tae-Yong; Chentanez, Nuttapong; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinIn this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not present on characters in computer games or modeled with simplified textured meshes. The main difficulty of simulating hair in real time applications is the sheer number of hair strands and the fact that each hair is inextensible. Keeping thousands of deformable objects from being stretched is computationally expensive. In this paper, we present a robust method for simulating hair and fur that guarantees inextensiblity with a single iteration per frame. For an iteration count this low, existing methods either become unstable or introduce a substantial amount of stretching. Our method is geometric in nature and able to simulate thousands of inextensible hair strands in real time.