A Survey on Position-Based Simulation Methods in Computer Graphics

dc.contributor.authorBender, Janen_US
dc.contributor.authorMüller, Matthiasen_US
dc.contributor.authorOtaduy, Miguel A.en_US
dc.contributor.authorTeschner, Matthiasen_US
dc.contributor.authorMacklin, Milesen_US
dc.contributor.editorOliver Deussen and Hao (Richard) Zhangen_US
dc.date.accessioned2015-03-03T12:45:25Z
dc.date.available2015-03-03T12:45:25Z
dc.date.issued2014en_US
dc.description.abstractThe dynamic simulation of mechanical effects has a long history in computer graphics. The classical methods in this field discretize Newton's second law in a variety of Lagrangian or Eulerian ways, and formulate forces appropriate for each mechanical effect: joints for rigid bodies; stretching, shearing or bending for deformable bodies and pressure, or viscosity for fluids, to mention just a few. In the last years, the class of position-based methods has become popular in the graphics community. These kinds of methods are fast, stable and controllable which make them well-suited for use in interactive environments. Position-based methods are not as accurate as force-based methods in general but they provide visual plausibility. Therefore, the main application areas of these approaches are virtual reality, computer games and special effects in movies. This state-of-the-art report covers the large variety of position-based methods that were developed in the field of physically based simulation. We will introduce the concept of position-based dynamics, present dynamic simulation based on shape matching and discuss data-driven upsampling approaches. Furthermore, we will present several applications for these methods.The dynamic simulation of mechanical effects has a long history in computer graphics. The classical methods in this field discretize Newton's second law in a variety of Lagrangian or Eulerian ways, and formulate forces appropriate for each mechanical effect: joints for rigid bodies; stretching, shearing, or bending for deformable bodies; and pressure, or viscosity for fluids, to mention just a few. In the last years the class of position-based methods has become popular in the graphics community. These kinds of methods are fast, stable and controllable which make them well-suited for use in interactive environments. Position-based methods are not as accurate as force-based methods in general but they provide visual plausibility. This state-of-the-art report covers the large variety of position-based methods that were developed in the field of physically based simulation. This state-of-the-art report covers the large variety of position-based methods that were developed in the field of physically based simulation.en_US
dc.description.documenttypestar
dc.description.number6
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume33
dc.identifier.doi10.1111/cgf.12346
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/v33i6pp228-251
dc.identifier.urihttps://doi.org/10.1111/cgf.12346en_US
dc.publisherThe Eurographics Association and John Wiley and Sons Ltd.en_US
dc.titleA Survey on Position-Based Simulation Methods in Computer Graphicsen_US
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