Vega: Non-Linear FEM Deformable Object Simulator

dc.contributor.authorSin, F. S.en_US
dc.contributor.authorSchroeder, D.en_US
dc.contributor.authorBarbic, J.en_US
dc.contributor.editorHolly Rushmeier and Oliver Deussenen_US
dc.date.accessioned2015-02-28T15:16:45Z
dc.date.available2015-02-28T15:16:45Z
dc.date.issued2013en_US
dc.description.abstractThis practice and experience paper describes a robust C++ implementation of several non-linear solid three-dimensional deformable object strategies commonly employed in computer graphics, named the Vega finite element method (FEM) simulation library. Deformable models supported include co-rotational linear FEM elasticity, Saint-Venant Kirchhoff FEM model, mass-spring system and invertible FEM models: neo-Hookean, Saint-Venant Kirchhoff and Mooney-Rivlin. We provide several timestepping schemes, including implicit Newmark and backward Euler integrators, and explicit central differences. The implementation of material models is separated from integration, which makes it possible to employ our code not only for simulation, but also for deformable object control and shape modelling. We extensively compare the different material models and timestepping schemes. We provide practical experience and insight gained while using our code in several computer animation and simulation research projects.This practice and experience paper describes a robust C++ implementation of several nonlinear solid 3D deformable object strategies commonly employed in computer graphics, named the Vega FEM simulation library. Deformable models supported include co-rotational linear FEM elasticity, Saint-Venant Kirchhoff FEM model, mass-spring system, and invertible FEM models: neo-Hookean, Saint-Venant Kirchhoff, and Mooney-Rivlin. We provide several timestepping schemes, including implicit Newmark and backward Euler integrators, and explicit central differences. The implementation of material models is separated from integration, which makes it possible to employ our code not only for simulation, but also for deformable object control and shape modeling. We extensively compare the different material models and timestepping schemes. We provide practical experience and insight gained while using our code in several computer animation and simulation research projects.en_US
dc.description.number1
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume32
dc.identifier.doi10.1111/j.1467-8659.2012.03230.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2012.03230.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.subjectI.6.8 [Simulation and Modelling]en_US
dc.subjectTypes of Simulation Animationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modellingâ ''Physically based modellingen_US
dc.subjectdeformable objectsen_US
dc.subjectfinite element methoden_US
dc.subjectnonen_US
dc.subjectlinearen_US
dc.subjectpractice and experienceen_US
dc.subjectopen sourceen_US
dc.titleVega: Non-Linear FEM Deformable Object Simulatoren_US
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