SCA 14: Eurographics/SIGGRAPH Symposium on Computer Animation
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Browsing SCA 14: Eurographics/SIGGRAPH Symposium on Computer Animation by Subject "I.6.8 [Simulation and Modeling]"
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Item Stable Orthotropic Materials(The Eurographics Association, 2014) Li, Yijing; Barbic, Jernej; Vladlen Koltun and Eftychios SifakisIsotropic Finite Element Method (FEM) deformable object simulations are widely used in computer graphics. Several applications (wood, plants, muscles) require modeling the directional dependence of the material elastic properties in three orthogonal directions. We investigate orthotropic materials, a special class of anisotropic materials where the shear stresses are decoupled from normal stresses. Orthotropic materials generalize transversely isotropic materials, by exhibiting different stiffnesses in three orthogonal directions. Orthotropic materials are, however, parameterized by nine values that are difficult to tune in practice, as poorly adjusted settings easily lead to simulation instabilities. We present a user-friendly approach to setting these parameters that is guaranteed to be stable. Our approach is intuitive as it extends the familiar intuition known from isotropic materials. We demonstrate our technique by augmenting linear corotational FEM implementations with orthotropic materials.Item View-Dependent Adaptive Cloth Simulation(The Eurographics Association, 2014) Koh, Woojong; Narain, Rahul; O'Brien, James F.; Vladlen Koltun and Eftychios SifakisThis paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for visibility and apparent size in the camera's view. Objectionable dynamic artifacts are avoided by anticipative refinement and smoothed coarsening. This approach preserves the appearance of detailed cloth throughout the animation while avoiding the wasted effort of simulating details that would not be discernible to the viewer. The computational savings realized by this method increase as scene complexity grows, producing a 2x speed-up for a single character and more than 4x for a small group.