2003
DOI: 10.1145/588272.588278
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Multiresolution green's function methods for interactive simulation of large-scale elastostatic objects

Abstract: This thesis presents a framework for low-latency interactive simulation of linear elastostatic models and other systems associated with linear elliptic partial differention equations. This approach makes it feasible to interactively simulate large-scale physical models.Linearity is exploited by formulating the boundary value problem (BVP) solution in terms of Green's functions (GFs) which may be precomputed to provide speed and cheap lookup operations. Runtime BVPs are solved using a collection of Capacitance … Show more

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Cited by 84 publications
(47 citation statements)
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“…Seo et al [2011] considered the problem of compressing blend shapes for animation, however their method exploits the sparsity of deformation fields which does not apply to global eigenmodes. Second-generation wavelets [Schröder and Sweldens 1995;Kolarov and Lynch 1997] offer another approach to compressing surface displacement field operators, such as for "spiky" Green's function displacement fields to support fast wavelet summation [James and Pai 2003], and have been used to compress parametrically coherent mesh animations [Guskov and Khodakovsky 2004]. However, they are less ideal for compressing pseudo-band-limited eigenmodes with sparse random access, especially when mode-specific mesh patches are needed to exploit symmetry.…”
Section: Related Workmentioning
confidence: 99%
“…Seo et al [2011] considered the problem of compressing blend shapes for animation, however their method exploits the sparsity of deformation fields which does not apply to global eigenmodes. Second-generation wavelets [Schröder and Sweldens 1995;Kolarov and Lynch 1997] offer another approach to compressing surface displacement field operators, such as for "spiky" Green's function displacement fields to support fast wavelet summation [James and Pai 2003], and have been used to compress parametrically coherent mesh animations [Guskov and Khodakovsky 2004]. However, they are less ideal for compressing pseudo-band-limited eigenmodes with sparse random access, especially when mode-specific mesh patches are needed to exploit symmetry.…”
Section: Related Workmentioning
confidence: 99%
“…The time complexity of haptic rendering algorithms increases with the more complicated scenarios, which designed to simulate Six or higher DOFs and deformable or viscous object/environment [69]. Although the computing techniques and hardware have been improved significantly these days, it is still not good enough for haptic rendering of complicated virtual environment interaction, nor are the existing physical models efficient enough to compensate computational delay [70][71][72][73]. Trade-off still exists between computational resources and real-time performance.…”
Section: Research Challengesmentioning
confidence: 99%
“…For simplicity, linearized strain has been applied assuming small displacements in rotated frames [29]. Precomputed deformations modes have been used to interactively deform large structures [18,6,22]. Using deformation modes rather than point-like nodes as DOFs allows to easily tradeoff accuracy for speed.…”
Section: Related Workmentioning
confidence: 99%