A Survey on Position-Based Simulation Methods in Computer Graphics
dc.contributor.author | Bender, Jan | en_US |
dc.contributor.author | Müller, Matthias | en_US |
dc.contributor.author | Otaduy, Miguel A. | en_US |
dc.contributor.author | Teschner, Matthias | en_US |
dc.contributor.author | Macklin, Miles | en_US |
dc.contributor.editor | Oliver Deussen and Hao (Richard) Zhang | en_US |
dc.date.accessioned | 2015-03-03T12:45:25Z | |
dc.date.available | 2015-03-03T12:45:25Z | |
dc.date.issued | 2014 | en_US |
dc.description.abstract | The dynamic simulation of mechanical effects has a long history in computer graphics. The classical methods in this field discretize Newton's second law in a variety of Lagrangian or Eulerian ways, and formulate forces appropriate for each mechanical effect: joints for rigid bodies; stretching, shearing or bending for deformable bodies and pressure, or viscosity for fluids, to mention just a few. In the last years, the class of position-based methods has become popular in the graphics community. These kinds of methods are fast, stable and controllable which make them well-suited for use in interactive environments. Position-based methods are not as accurate as force-based methods in general but they provide visual plausibility. Therefore, the main application areas of these approaches are virtual reality, computer games and special effects in movies. This state-of-the-art report covers the large variety of position-based methods that were developed in the field of physically based simulation. We will introduce the concept of position-based dynamics, present dynamic simulation based on shape matching and discuss data-driven upsampling approaches. Furthermore, we will present several applications for these methods.The dynamic simulation of mechanical effects has a long history in computer graphics. The classical methods in this field discretize Newton's second law in a variety of Lagrangian or Eulerian ways, and formulate forces appropriate for each mechanical effect: joints for rigid bodies; stretching, shearing, or bending for deformable bodies; and pressure, or viscosity for fluids, to mention just a few. In the last years the class of position-based methods has become popular in the graphics community. These kinds of methods are fast, stable and controllable which make them well-suited for use in interactive environments. Position-based methods are not as accurate as force-based methods in general but they provide visual plausibility. This state-of-the-art report covers the large variety of position-based methods that were developed in the field of physically based simulation. This state-of-the-art report covers the large variety of position-based methods that were developed in the field of physically based simulation. | en_US |
dc.description.documenttype | star | |
dc.description.number | 6 | |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 33 | |
dc.identifier.doi | 10.1111/cgf.12346 | |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/v33i6pp228-251 | |
dc.identifier.uri | https://doi.org/10.1111/cgf.12346 | en_US |
dc.publisher | The Eurographics Association and John Wiley and Sons Ltd. | en_US |
dc.title | A Survey on Position-Based Simulation Methods in Computer Graphics | en_US |