Real-time Simulation and Visualization of deformable Objects
Doctoral Thesis / Dissertation from the year 2007 in the subject Computer Science - Applied, grade: 1,0, Technical University of Munich (Institut für Informatik), 169 entries in the bibliography, language: English, abstract: In this thesis, I present a framework for physical simulation and visualization of deformable volumetric bodies in real time. Based on the implicit finite element method a multigrid approach for the efficient numerical simulation of elastic materials has been developed. Due to the optimized implementation of the multigrid scheme, 200,000 elements can be simulated at a rate of 10 time steps per second. The approach enables realistic and numerically stable simulation of bodies that are described by tetrahedral or hexahedral grids. It can efficiently simulate heterogeneous bodies—i.e., bodies that are composed of material with varying stiffness—and includes linear as well as non-linear material laws. To visualize deformable bodies, a novel rendering method has been developed on programmable graphics hardware. It includes the efficient rendering of surfaces as well as interior volumetric structures. Both the physical simulation framework and the rendering approach have been integrated into a single simulation support system. Thereby, available communication bandwidths have been efficiently exploited. To enable the use of the system in practical applications, a novel approach for collision detection has been included. This approach allows one to handle geometries that are deformed or even created on the graphical subsystem.
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3D texture achieved algorithm applications barycentric coordinates bounding boxes calculated Cauchy strain coarse grid collision detection collision detection algorithm collision rays Computer Graphics conjugate gradient method corotated data structure deformable bodies deformable objects described determined Direct3D dynamic efficiently elastic modulus equations Figure finite element methods Galerkin graphics hardware Green strain higher-order IEEE implementation integration Interactive interpolation intersection testing iso-surface linear liver mass points mass-spring systems material law memory mipmap multigrid method multigrid solver multiple nodes non-linear non-nested NVIDIA operations performed polygonal potentially colliding primitive Proceedings of SIGGRAPH proposed real-time render engine render mesh render surface render target rendering passes rendering pipeline respective runtime sample point screen-space Section shape functions SIGGRAPH simulation mesh sparse matrix step stiffness stored strain tensor stream techniques tetrahedral elements tetrahedral grid texels texture fetches texture map threads triangles update V-cycles valence vector vertex array vertices Visualization volume rendering volumetric