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Book Sections Year : 1997

Implicit Surfaces in Physically based animation

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Abstract

Traditional animation systems are based on key-frames, which are a succession of individual states (the position, orientation, and current shap of objects) specified by an animator. This often requires a tedious application of specialized knowledge and intuition. Physically based animation has been of interest in recent years because it permits the automation of many of these tasks. Its basic goal is to to generate the motion, articulation, and deformation of objects over time from initial conditions and a set of externally applied force. Of particular interest here, physically based systems can automatically detect and respond to collisions and thus are especially suitable for simulating deformable objects. Such systems can either be used alone for the simulation of inanimate objects or in combination with lifelike behaviors, as has been employed in varius character animations. This chapter demonstrates thet several challenging problems in the physically based animation fields, such as the modelling of precise surfaces of contact between objects and the preservation of objects volume, can be solved by combinning existing models with implicit surfaces. This approach leads to a variety of applications such as the simulation of elastic bodies; the modeling of soft, inelastic material that can separate into smaller pieces or fuse into larger ones; and the animation of a character consisting of an articulated skeleton surronded by an implicitly specified volume.
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Dates and versions

inria-00537527 , version 1 (18-11-2010)

Identifiers

  • HAL Id : inria-00537527 , version 1

Cite

Marie-Paule Cani. Implicit Surfaces in Physically based animation. Jules Bloomenthal. Introduction to implicit surfaces, Morgan Kaufmann Publishers Inc., pp.270-290, 1997, Series in Computer Graphics, 978-1558602335. ⟨inria-00537527⟩
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