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We present a method for the efficient processing of contact and collision in volumetric elastic models simulated using the Projective Dynamics paradigm. Our approach enables interactive simulation of tetrahedral meshes with more than half a million elements, provided that the model satisfies two fundamental properties: the region of the models surface that is susceptible to collision events needs to be known in advance, and the simulation degrees of freedom associated with that surface region should be limited to a small fraction (e.g. 5%) of the total simulation nodes. Despite this conscious delineation of scope, our hypotheses hold true for common animation subjects, such as simulated models of the human face and parts of the body. In such scenarios, a partial Cholesky factorization can abstract away the behavior of the collision-safe subset of the face into the Schur Complement matrix with respect to the collision-prone region. We demonstrate how fast and accurate updates of penalty-based collision terms can be incorporated into this representation, and solved with high efficiency on the GPU. We also demonstrate the opportunity to iterate a partial update of the element rotations, akin to a selective application of the local step, specifically on the smaller collision-prone region without explicitly paying the cost associated with the rest of the simulation mesh. We demonstrate efficient and robust interactive simulation in detailed models from animation and medical applications.
This paper presents the image-quality-guided strategy for optimization of bicubic interpolation and interpolated scan conversion algorithms. This strategy uses feature selection through line chart data visualization technique and first index of the m
Low isometric distortion is often required for mesh parameterizations. A configuration of some vertices, where the distortion is concentrated, provides a way to mitigate isometric distortion, but determining the number and placement of these vertices
We present a technique for designing 3D-printed perforated lampshades, which project continuous grayscale images onto the surrounding walls. Given the geometry of the lampshade and a target grayscale image, our method computes a distribution of tiny
Collision sequences are commonly used in games and entertainment to add drama and excitement. Authoring even two body collisions in the real world can be difficult, as one has to get timing and the object trajectories to be correctly synchronized. Af
Starting from a state of low quantum entanglement, local unitary time evolution increases the entanglement of a quantum many-body system. In contrast, local projective measurements disentangle degrees of freedom and decrease entanglement. We study th