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A Threefold Representation for the Adaptive Simulation of Embedded Deformable Objects in Contact

Martin Seiler, Jonas Spillmann and Matthias Harders
Journal of WSCG
Vol. 18, No. 1-3, pp. 89-96, February 2010

Abstract

We propose an approach for the interactive simulation of deformable bodies. The key ingredient is a threefold representation of the body. The deformation and dynamic evolution of the body is governed by a cubic background mesh. The mesh is hierarchically stored in an octree-structure, allowing for a fully local adaptive refinement during the simulation. To handle collisions, we employ a tetrahedral mesh, allowing for an efficient collision detection and response. We then show a physicallyplausible way to transfer the contact displacements onto the simulation mesh. A high-resolution surface is embedded into the tetrahedral mesh and only employed for the visualization. We show that by employing the adaptive threefold representation, we can significantly improve the fidelity and efficiency of the simulation. Further, we underline the wide applicability of our method by showing both interactive and off-line animations.


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@Article{eth_biwi_00804,
  author = {Martin Seiler and Jonas Spillmann and Matthias Harders},
  title = {A Threefold Representation for the Adaptive Simulation of Embedded Deformable Objects in Contact},
  journal = {Journal of WSCG},
  year = {2010},
  month = {February},
  pages = {89-96},
  volume = {18},
  number = {1-3},
  keywords = {Physically-Based Animation, Deformable Models, Collision Handling, Finite Elements, Adaptivity}
}