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  • https://doi.org/10.2312/egs.20041016Copy DOI Icon

Interactive Physically-based Animation System for Dense Meshes

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Abstract

In this paper we describe an interactive physically-based animation system for dense meshes. Our method extracts a coarse mesh from an original mesh to make a tetrahedral mesh for the reduction of computational costs. For computing reaction forces we precompute penetration depth values and gradients at mesh vertices by creating a distance eld. They are interpolated when collisions are detected and are used for the calculation of forces with a penalty method. Our method can handle dense meshes with physically-based animation and collision response at interactive frame rates.

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