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Physically Based Deformable Models in Computer Graphics by Andrew Nealen; Matthias Müller; Richard Keiser; Eddy Boxerman; Mark Carlson is a Computer Science article available to read on EtoBox.

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## Abstract __Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich have been addressed, thereby making these models interesting and useful for both offline and real‐time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass‐spring systems, mesh‐free methods, coupled particle systems and reduced deformable models‐based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future rese

Who reads Physically Based Deformable Models in Computer Graphics?

It is typically read by researchers, students, and practitioners in Computer Science.

Author
Andrew Nealen; Matthias Müller; Richard Keiser; Eddy Boxerman; Mark Carlson
Publisher
Wiley
Published
2006
Language
EN
Field
Computer Science (Physical Sciences)

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