首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
2.
We develop and present a new approach to modelling the characteristics of human hair, considering not only its structure, but also the control of its motion and a technique for rendering it in a realistic form. The approach includes a system for interactively defining the global positioning of the strands of hair on the head. Special attention is paid to the self shadowing of the hair. A mass/spring/hinge system is used to control a single strand's position and orientation. We demonstrate that this approach results in a believable rendition of the hair and its dynamics.  相似文献   

3.
This paper presents the splitting cubes, a fast and robust technique for performing interactive virtual cutting on deformable objects. The technique relies on two ideas. The first one is to embed the deformable object in a regular grid, to apply the deformation function to the grid nodes and to interpolate the deformation inside each cell from its 8 nodes. The second idea is to produce a tessellation for the boundary of the object on the base of the intersections of such boundary with the edges of the grid. Please note that the boundary can be expressed in any way; for example it can be a triangle mesh, an implicit or a parametric surface. The only requirement is that the intersection between the boundary and the grid edges can be computed. This paper shows how the interpolation of the deformation inside the cells can be used to produce discontinuities in the deformation function, and the intersections of the cut surface can be used to visually show the cuts on the object. The splitting cubes is essentially a tessellation algorithm for growing, deformable surface, and it can be applied to any method for animating deformable objects. In this paper the case of the mesh-free methods (MMs) is considered: in this context, we described a practical GPU friendly method, that we named the extended visibility criterion, to introduce discontinuities of the deformation. Electronic supplementary material  Supplementary material is available in the online version of this article at and is accessible for authorized users.  相似文献   

4.
    
Combining procedural generation and user control is a fundamental challenge for the interactive design of natural scenery. This is particularly true for modelling complex waterfall scenes where, in addition to taking charge of geometric details, an ideal tool should also provide a user with the freedom to shape the running streams and falls, while automatically maintaining physical plausibility in terms of flow network, embedding into the terrain, and visual aspects of the waterfalls. We present the first solution for the interactive procedural design of coherent waterfall scenes. Our system combines vectorial editing, where the user assembles elements to create a waterfall network over an existing terrain, with a procedural model that parametrizes these elements from hydraulic exchanges; enforces consistency between the terrain and the flow; and generates detailed geometry, animated textures and shaders for the waterfalls and their surroundings. The tool is interactive, yielding visual feedback after each edit.  相似文献   

5.
Different time-stepping methods for a nodal high-order discontinuous Galerkin discretisation of the Maxwell equations are discussed. A comparison between the most popular choices of Runge-Kutta (RK) methods is made from the point of view of accuracy and computational work. By choosing the strong-stability-preserving Runge-Kutta (SSP-RK) time-integration method of order consistent with the polynomial order of the spatial discretisation, better accuracy can be attained compared with fixed-order schemes. Moreover, this comes without a significant increase in the computational work. A numerical Fourier analysis is performed for this Runge-Kutta discontinuous Galerkin (RKDG) discretisation to gain insight into the dispersion and dissipation properties of the fully discrete scheme. The analysis is carried out on both the one-dimensional and the two-dimensional fully discrete schemes and, in the latter case, on uniform as well as on non-uniform meshes. It also provides practical information on the convergence of the dissipation and dispersion error up to polynomial order 10 for the one-dimensional fully discrete scheme.  相似文献   

6.
郭俐  秦培煜  陈传波 《计算机科学》2013,40(12):301-303
提出了一种基于物理的流体运动模拟方法,同传统的模拟技术相比,基于物理的模拟更能表现真实感运动。选用的物理模型是完整的Navier-Stokes方程组,针对完整的Navier-Stokes方程组,利用破开算子法将模型分解成外力、对流、扩散和投影项分别进行计算。因为每一步都稳定,所以整个求解过程也稳定。因此可以用大时间步长来模拟流体运动。Navier-Stokes方程组保证了真实感,而此求解方法保证了效率。  相似文献   

7.
Programming the motions of an autonomous planetary robot moving in an hostile and hazardous environment is a complex task which requires both the construction of nominal motion plans and the anticipation as far as possible of the effects of the interactions existing between the vehicle and the terrain. In this paper we show how physical models and dynamic simulation tools can be used for amending and completing a nominal motion plan provided by a classical geometrical path planner. The purpose of our physical modeller-simulator is to anticipate the dynamic behaviour of the vehicle while executing the nominal motion plan. Then the obtained simulation results can be used to assess and optimize the nominal motion plan. In the first part, we outline the physical models that have been used for modelling the different types of vehicle, of terrain and of vehicle-surface interactions. Then we formulate the motion planning problem through the definition of two basic abstract constructions derived from physical model: the concept of generalized obstacle and the concept of physical target. We show with various examples how it is possible, when using this method, to solve the locomotion problem and the obstacle avoidance problem simultaneously and, furthermore, to provide the human operator with a true force feedback gestural control over the simulated robot.  相似文献   

8.
In this paper we present a novel method to approximate the force field of a discrete 3d object with a time complexity that is linear in the number of voxels. We define a rule, similar to the distance transform, to propagate forces associated with boundary points into the interior of the object. The result of this propagation depends on the order in which the points of the object are processed. Therefore we analyze how to obtain an order‐invariant approximation formula. With the resulting formula it becomes possible to approximate the force field and to use its features for a fast and topology preserving skeletonization. We use a thinning strategy on the body‐centered cubic lattice to compute the skeleton and ensure that critical points of the force field are not removed. This leads to improved skeletons with respect to the properties of centeredness and rotational invariance.  相似文献   

9.
沈超  沈明炘  赵杰煜 《计算机仿真》2007,24(7):205-208,322
提出了一种基于物理模型且与人体模型相结合的交互式服装实时动画的方法.在以往的研究中,人们提出了许多的交互式服装运动的方法,但这些方法的一个主要缺点是复杂高、计算效率低,无法满足实时交互式服装设计与动画的要求.文中提出的方法首先根据服装本身的物理特性,通过减少弹簧的类型来简化"质点-弹簧"模型;其次,利用"半刚性复杂摆"模型经向与纬向约束分开计算的优点;最后,根据服装与人体模型之间碰撞检测存在的局部性,通过时间与空间相关性来加速碰撞检测.因此大大减少了计算,确保了稳定性;运用跨平台语言java3D实现了与人体模型相结合的交互式服装的实时动画,并且可直接通过IE浏览器应用于电子商务与服装三维虚拟展示,达到了理想的实验结果.  相似文献   

10.
Collision avoidance in cloth animation   总被引:6,自引:0,他引:6  
For cloth modeling and animation, we use a physically based model to simulate the dynamic formation of folds, pleats, and wrinkles and the final static appearance of cloth draped over a rigid object. To simulate the behavior of the cloth and its final static appearance on the model, we propose a new collision and self-collision avoidance method to prevent penetration between the cloth and rigid objects and between parts of the cloth. At each time step, we enforce constraints over those grid points about to penetrate other objects. Our method is easier and more robust than conventional methods at representing interaction between the cloth and various objects.  相似文献   

11.
火焰的快速模拟   总被引:8,自引:0,他引:8  
在粒子系统方法的基础上,比较了近年来的最新研究成果和实际应用方法,提出了基于纹理片的快速的火焰模拟方法.选用合适的纹理片,设置较小的透明度,以纹理叠加方式来演示燃烧的过程;给出了具体的模拟步骤,并且通过不同的设置来构造不同的燃烧场景.对比分析显示,纹理片方法在很多方面都具有一定的优势,也具有一定的扩展空间和应用前景.最后给出了实际的计算机模拟效果.  相似文献   

12.
    
We develop a new 3D hierarchical model of the human face. The model incorporates a physically-based approximation to facial tissue and a set of anatomically-motivated facial muscle actuators. Despite its sophistication, the model is efficient enough to produce facial animation at interactive rates on a high-end graphics workstation. A second contribution of this paper is a technique for estimating muscle contractions from video sequences of human faces performing expressive articulations. These estimates may be input as dynamic control parameters to the face model in order to produce realistic animation. Using an example, we demonstrate that our technique yields sufficiently accurate muscle contraction estimates for the model to reconstruct expressions from dynamic images of faces.  相似文献   

13.
In this paper we will present a system to use three dimensional computer graphics in garment design. This system is capable to visualize the "real", i.e. the physically correct, appearance of a knitted fabric. A fast visualization of a physically correct micro-structure garment is of crucial importance in textile industry, since it enables fast and less expensive product development. This system may be either used in the design of new products or teaching the art of knitted fabrics.
We use in our system directly the produced machine-code of the design system for knitting machines. A physical model, a particle system, is used to calculate the dynamics of the micro-structure of the knitted garment.  相似文献   

14.
In this paper, we present a novel computational modeling and simulation framework based on dynamic spherical volumetric simplex splines. The framework can handle the modeling and simulation of genus-zero objects with real physical properties. In this framework, we first develop an accurate and efficient algorithm to reconstruct the high-fidelity digital model of a real-world object with spherical volumetric simplex splines which can represent with accuracy geometric, material, and other properties of the object simultaneously. With the tight coupling of Lagrangian mechanics, the dynamic volumetric simplex splines representing the object can accurately simulate its physical behavior because it can unify the geometric and material properties in the simulation. The visualization can be directly computed from the object’s geometric or physical representation based on the dynamic spherical volumetric simplex splines during simulation without interpolation or resampling. We have applied the framework for biomechanic simulation of brain deformations, such as the brain shifting during surgery and brain injury under blunt impact. We have compared our simulation results with the ground truth obtained through intra-operative magnetic resonance imaging and real biomechanic experiments. The evaluations demonstrate the excellent performance of our new technique.  相似文献   

15.
基于物理模型的虚拟装配技术研究   总被引:5,自引:0,他引:5       下载免费PDF全文
虚拟装配是虚拟现实技术在产品设计领域的一个重要应用 .为了从运动学与动力学的角度来考察虚拟装配过程中零件的运动 ,以便更真实地反映虚拟环境中零件装配运动的本质规律 ,提出了一种虚拟装配环境中用于将装配几何约束自动映射为运动副约束的基于运动自由度分析的物理约束生成方法 ,同时 ,提出了基于变刚度弹簧模型的装配力交互输入方法 ,并实现了位移输入与装配力输入的映射 .另外 ,还给出了基于物理模型的虚拟装配的基本过程 .该方法在虚拟设计与装配原型系统的研究与开发中已得到实现 .  相似文献   

16.
In the fluid simulation, the fluids and their surroundings may greatly change properties such as shape and temperature simultaneously, and different surroundings would characterize different interactions, which would change the shape and motion of the fluids in different ways. On the other hand, interactions among fluid mixtures of different kinds would generate more comprehensive behavior. To investigate the interaction behavior in physically based simulation of fluids, it is of importance to build physically correct models to represent the varying interactions between fluids and the environments, as well as interactions among the mixtures. In this paper, we will make a simple review of the interactions, and focus on those most interesting to us, and model them with various physical solutions. In particular, more detail will be given on the simulation of miscible and immiscible binary mixtures. In some of the methods, it is advantageous to be taken with the graphics processing unit (GPU) to achieve real-time computation for middle-scale simulation.  相似文献   

17.
烟雾是普遍存在的自然现象.影视、动画、图形技术日益深入发展,各个领域对于烟雾的真实模拟已不可或缺.模拟需求越来越多、要求也越来越高.传统粒子系统不能满足实际需要;数学物理方法计算复杂,影响其广泛应用;基于纹理的方法越来越受到重视.本文采用基于纹理球的快速模拟方法.分析了真实的烟雾特点、运动变化等因素;设计了关键的控制变量.算法具有灵活的处理方式和开放的可扩展性.最后给出了实际的模拟效果,基本能够达到实时性要求.  相似文献   

18.
This work focuses on the simulation of mechanical contact between nonlinearly elastic objects, such as the components of the human body. In traditional methods, contact forces are often defined as discontinuous functions of deformations, which leads to poor convergence characteristics and high-frequency noises. We introduce a novel penalty method for finite-element simulation based on the concept of material depth, which is the distance between a particle inside an object and the objects boundary. By linearly interpolating precomputed material depths at node points, contact forces can be analytically integrated over contact surfaces without raising the computational cost. The continuity achieved by this formulation reduces oscillation and artificial acceleration, resulting in a more reliable simulation algorithm.  相似文献   

19.
A physically-based particle model of woven cloth   总被引:3,自引:0,他引:3  
Every time a tablecloth is draped over a table it will fold and pleat in unique ways. We report on a physically-based model and a simulation methodology, which when used together are able to reproduce many of the attributes of this characteristic behavior of cloth. Our model utilizes a microscopic particle representation that directly treats the mechanical constraints between the threads in woven material rather than using a macroscopic continuum approximation. The simulation technique is hybrid, employing force methods for gross movement and energy methods to enforce constraints within the material. The model is developed and demonstrated within a visualization environment that allows full interaction between the simulated material and conventional constructive-solid-geometry models.  相似文献   

20.
树在风中的摇曳--基于动力学的计算机动画   总被引:21,自引:2,他引:21  
树木森林在自然场景的构成中占有很重要的地位,尤其是树在风中的摇曳更是组成了一个幕幕动人的景象。但是由于树结构的高度复杂性,给这一问题的研究工作带来了极大的困难。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号