A Simple Method for Real-time Metal Shell Simulation
Zhi Dong, Shiqiu Liu, Yuntao Ou, Yunxin Zheng
Motion In Games 2011
Abstract
Realistic animation and rendering of the metal shell is an important aspect for movies, video games and other simulators. Usually this is handled by FEM method, which requires extremely high computational cost due to solving the stiffness matrix. We now propose a trick that could smartly avoid the large scale computation required by FEM, and could still generate visually convincing images of metal shell. We do so by first partitioning the shell into k rigid sub-shells that evolve independently during impact, before using a simple spring-mass model is applied between each adjacent vertex to retain continuity of the shell. This technique could produce realistically looking deformed rigid shells in real-time and can easily be integrated in any game engine and physics engine.
Link www.springerlink.com/content/0011w8m4838135qx/
Motion In Games 2011
Abstract
Realistic animation and rendering of the metal shell is an important aspect for movies, video games and other simulators. Usually this is handled by FEM method, which requires extremely high computational cost due to solving the stiffness matrix. We now propose a trick that could smartly avoid the large scale computation required by FEM, and could still generate visually convincing images of metal shell. We do so by first partitioning the shell into k rigid sub-shells that evolve independently during impact, before using a simple spring-mass model is applied between each adjacent vertex to retain continuity of the shell. This technique could produce realistically looking deformed rigid shells in real-time and can easily be integrated in any game engine and physics engine.
Link www.springerlink.com/content/0011w8m4838135qx/
GKJ and Clustering Based Algorithm for Collision Detection on Deformable Body
Zhi Dong, Haozhe Li, Shiqiu Liu, Yunxin Zheng
International Conference on Multimedia Technology 2011
Abstract
This paper proposed a collision detection method for deformable body based on clustering algorithm and GKJ algorithm. This method first divide triangle meshes into convex hulls formed by multiple clusters; then utilizes GJK algorithm to solve the convex hull collision detection problem. The proposed method can increase detection efficiency, solve penetration problem, which happens when one body is small compared with triangle mesh, and provide freedom to set collision detection precision. Real-world applications provided feasibility and reliability of using this method in solving deformable body-to-body multi-points collision detection problems. It is valuable for researches in fields including 3D gaming, visual reality, physical simulation and others.
Link ieeexplore.ieee.org/xpl/freeabs_all.jsp?tp=&arnumber=6001684
International Conference on Multimedia Technology 2011
Abstract
This paper proposed a collision detection method for deformable body based on clustering algorithm and GKJ algorithm. This method first divide triangle meshes into convex hulls formed by multiple clusters; then utilizes GJK algorithm to solve the convex hull collision detection problem. The proposed method can increase detection efficiency, solve penetration problem, which happens when one body is small compared with triangle mesh, and provide freedom to set collision detection precision. Real-world applications provided feasibility and reliability of using this method in solving deformable body-to-body multi-points collision detection problems. It is valuable for researches in fields including 3D gaming, visual reality, physical simulation and others.
Link ieeexplore.ieee.org/xpl/freeabs_all.jsp?tp=&arnumber=6001684