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    Physically Based Deformable Models in Computer Graphics

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    v25i4pp809-836.pdf (654.3Kb)
    Date
    2006
    Author
    Nealen, Andrew
    Mueller, Matthias
    Keiser, Richard
    Boxerman, Eddy
    Carlson, Mark
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    Abstract
    Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, mesh-free methods, coupled particle systems and reduced deformable models-based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research.
    BibTeX
    @article {10.1111:j.1467-8659.2006.01000.x,
    journal = {Computer Graphics Forum},
    title = {{Physically Based Deformable Models in Computer Graphics}},
    author = {Nealen, Andrew and Mueller, Matthias and Keiser, Richard and Boxerman, Eddy and Carlson, Mark},
    year = {2006},
    publisher = {The Eurographics Association and Blackwell Publishing Ltd},
    ISSN = {1467-8659},
    DOI = {10.1111/j.1467-8659.2006.01000.x}
    }
    URI
    http://dx.doi.org/10.1111/j.1467-8659.2006.01000.x
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