Physically-Based Animation of Cutting, Tearing and Fracturing in Computer Graphics
计算机图形学中基于物理的切割、撕裂和断裂动画
基本信息
- 批准号:411281008
- 负责人:
- 金额:--
- 依托单位:
- 依托单位国家:德国
- 项目类别:Research Grants
- 财政年份:2018
- 资助国家:德国
- 起止时间:2017-12-31 至 2023-12-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
In computer graphics the physically-based animation of rigid and deformable solids has many applications, ranging from special effects in games and movies to interactive training simulators. In some applications fracturing and cutting of solid objects plays an important role, e.g. in destruction scenarios in special effects production or medical simulators. Therefore this project is dedicated to the development of new methods for the physically-based animation of cutting, tearing and fracturing.In existing computer graphics approaches, the geometry of a solid is strongly coupled with the discretization that is required to numerically solve the equation of motion. Most often a tetrahedral or hexahedral mesh, which approximates the object domain, is used for discretization and cut or fracture surfaces are represented explicitly. Therefore, the discretization must be permanently adapted during a cutting or fracturing process. Most existing approaches are based on remeshing or voxelization. Remeshing based methods modify the discretization persistently to get a good approximation of the simulation objects and cut surfaces to produce accurate results. However, remeshing is computationally expensive, ill-shaped elements can lead to instabilities, and a parallelization of the corresponding code is non-trivial. Voxelization based approaches discretize the geometry using a regular hexahedral grid. In this way the elements stay well-shaped, the application of adaptive methods is simple, and code parallelization is feasible. However, the discretization must also be adapted permanently, the surface geometry can only be approximated, and many elements are required to represent a cut surface adequately. In this project we will follow a different approach. The geometry of simulation objects and fracture surfaces should be completely decoupled from the discretization mesh. This will be realized by embedding an implicit representation of the solid's geometry into a regular hexahedral mesh using an extended finite element method (XFEM). This ensures well-shaped elements and simplifies the usage of adaptive methods and parallelization. In contrast to previous approaches, the discretization does not have to be adapted during a fracturing or cutting process and the number of elements stays constant. However, accurate results can be achieved since the proposed method considers partially filled elements. In this project, we aim to develop the described decoupling approach and subsequently extend the method to support complex progressive fracturing with branches.
在计算机图形学中,刚性和可变形固体的基于物理的动画有许多应用,从游戏和电影中的特殊效果到交互式训练模拟器。在某些应用中,固体物体的断裂和切割起着重要的作用,例如在特效制作或医疗模拟器中的破坏场景中。因此,本项目致力于开发基于物理的切割、撕裂和断裂动画的新方法。在现有的计算机图形学方法中,固体的几何形状与数值求解运动方程所需的离散化密切相关。最常见的四面体或六面体网格,它近似的对象域,用于离散化和切割或断裂表面显式表示。因此,离散化必须在切割或压裂过程中永久适应。大多数现有的方法是基于网格重构或体素化。基于再网格化的方法不断修改离散化,以获得模拟对象和切割曲面的良好近似,从而产生准确的结果。然而,重新划分网格是计算昂贵的,病态的元素可能会导致不稳定性,相应的代码的并行化是不平凡的。基于体素化的方法使用规则六面体网格离散几何形状。以这种方式,元素保持良好的形状,自适应方法的应用是简单的,代码并行化是可行的。然而,离散化也必须永久地适应,表面几何形状只能近似,并且需要许多元素来充分表示切割表面。在这个项目中,我们将采取不同的方法。模拟对象和断裂面的几何形状应该与离散网格完全解耦。这将通过使用扩展有限元法(XFEM)将固体几何形状的隐式表示嵌入到规则六面体网格中来实现。这确保了良好形状的元素,并简化了自适应方法和并行化的使用。与先前的方法相比,离散化不必在压裂或切割过程期间进行调整,并且元件的数量保持恒定。然而,由于所提出的方法考虑了部分填充的元素,因此可以获得准确的结果。在这个项目中,我们的目标是开发所描述的解耦方法,并随后扩展该方法,以支持复杂的分支渐进压裂。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
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Professor Dr. Jan Stephen Bender其他文献
Professor Dr. Jan Stephen Bender的其他文献
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{{ truncateString('Professor Dr. Jan Stephen Bender', 18)}}的其他基金
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