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dc.contributor.authorSerna, Sebastian Penaen_US
dc.contributor.authorSilva, Joãoen_US
dc.contributor.authorStork, Andreen_US
dc.contributor.authorMarcos, Adérito Fernandesen_US
dc.contributor.editorCoelho, António and Cláudio, Ana Paulaen_US
dc.date.accessioned2021-06-18T07:37:52Z
dc.date.available2021-06-18T07:37:52Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-154-0
dc.identifier.urihttps://doi.org/10.2312/pt.20091221
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt20091221
dc.description.abstractSeveral mesh-based techniques in computer graphics such as shape deformation, mesh editing, animation and simulation, build and solve linear systems. The most common method to build a linear system consists in traversing the topology (connectivity) of the mesh, producing in general a representation of the set of equations in form of a sparse matrix. Similarly, the solution of the system is achieved, by means of iterating over the set of equations in the default sequence of the vertices (unknowns). This paper presents a new algorithm, which optimizes the build of the linear system and its storage, and which allows the iteration over the set of equations in any arbitrary order. Additionally, our algorithm enables rapid modifications to the linear system, avoiding a complete rebuild.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectEffective memory handling
dc.subjectrapid simulation
dc.subjectsolver acceleration
dc.subjectdynamic linear systems
dc.subjectmesh
dc.subjectbased applications
dc.titleEffective Algorithm for Building and Solving Linear Systemsen_US
dc.description.seriesinformationACTAS DO 17º ENCONTRO PORTUGUÊS DE COMPUTAÇÃO GRÁFICA
dc.description.sectionheadersSimulação, Animação e Personagens Inteligentes
dc.identifier.doi10.2312/pt.20091221
dc.identifier.pages143-148


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