In this paper, we propose a complete model handling physical simulation of deformable 1D objects. We formulate continuous expressions for stretching, bending and twisting energies. These expressions are mechanically rigorous and geometrically exact. Both elastic and plastic deformations are handled to simulate a wide range of materials. We validate the proposed model on several classical test configurations. The use of geometrical exact energies with dynamic splines provides very accurate results as well as interactive simulation time, which shows the suitability of the proposed model for constrained CAD applications. We illustrate the application potential of the proposed model by describing a virtual system for cable positioning, that can be used to test compatibility between planned fixing clip positions, and mechanical cable properties.
Figure 1: Several steps of cable positioning on a cardoor. This quasi-dynamic simulation runs at real-time.
AbstractIn this work, we propose interactive and physically based animation of one-dimensional deformable models using geometrically exact energy formulation. The proposed mechanical model has a high level of accuracy: it is based on continuous spline support and continuum mechanics media equations. We also detail a new efficient solving scheme, that can automatically switch between dynamic and static during simulation. With this scheme, we want to raise inconsistencies that could show up when human user is interacting with a physical simulation. We finally present a practical example in which the proposed model provides high-quality interaction.
Nowadays, with the exponential growing of 3D object representations in private databases or on the web, it is all the more required to match these objects from some views. To improve the results of their matching, we work on the characteristic views of an object. The aim of this study is to find how many characteristic views are required and what relative positions are optimal. This is the reason why the visual hulls are used. From some 2D masks, the nearest possible 3D mesh from the original object is computed. OpenGL views are used to build the visual hulls of 3D models from a given collection and then the distance between the visual hulls and the models are measured thanks to the Hausdorff distance. Then the best view parameters are deduced to reduce the distance. These shots show that three orthogonal views give results very close to the ones given by twelve views on a isocahedron. Some other results on the view resolution and the field of view are discussed.
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