ACM SIGGRAPH Asia 2010 Papers on - SIGGRAPH ASIA '10 2010
DOI: 10.1145/1866158.1866181
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Piles of objects

Abstract: We present a method for directly modeling piles of objects in multibody simulations. Piles of objects represent some of the more interesting, but also most time-consuming portion of simulation. We propose a method for reducing computation in many of these situations by explicitly modeling the piles that the objects may form into. By modeling pile behavior rather than the behavior of all individual objects, we can achieve realistic results in less time, and without directly modeling the frictional component tha… Show more

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Cited by 6 publications
(5 citation statements)
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References 19 publications
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“…As discussed in [Cho et al 2007], physically implausible configurations are often desired in real production scenarios. Figure 13 demonstrates potential cases which cannot be produced by physical simulation (not stable) even with the assistance of frozen elements during piling [Hsu and Keyser 2010]. We have also found such complex elements very difficult to synthesize well with only one sample per element as in our basic algorithm (see Figure 14) and prior data-driven element synthesis methods which, to our knowledge, predominantly use a single sample per element.…”
Section: Boundary Handlingmentioning
confidence: 94%
See 1 more Smart Citation
“…As discussed in [Cho et al 2007], physically implausible configurations are often desired in real production scenarios. Figure 13 demonstrates potential cases which cannot be produced by physical simulation (not stable) even with the assistance of frozen elements during piling [Hsu and Keyser 2010]. We have also found such complex elements very difficult to synthesize well with only one sample per element as in our basic algorithm (see Figure 14) and prior data-driven element synthesis methods which, to our knowledge, predominantly use a single sample per element.…”
Section: Boundary Handlingmentioning
confidence: 94%
“…On one hand this provides the flexibility for the users to choose whatever shapes they like, but on the other hand it may be a nuisance if the users do not feel like doing so. For the latter case it would be interesting to apply more automatic methods to determine the output shape [Hsu and Keyser 2010].…”
Section: Limitations and Future Workmentioning
confidence: 99%
“…Rather than uniformly modifying stages in simulating each object, [Hsu and Keyser 2010] improves the overall performance by stopping simulation of objects that satisfy certain conditions. Speed-ups achieved in this paper range from 1.2 to 6.0 times depending on specific scenarios and various other factors.…”
Section: M3mentioning
confidence: 99%
“…In our work, we generate large scale animations of rigid bodies using algorithms in [Hsu and Keyser 2009] and [Hsu and Keyser 2010].…”
Section: Introductionmentioning
confidence: 99%
“…Fearing[2000] took the concept of angle of repose to generate realistic snow piles. Hsu and Keyser[2010] also use this concept to model piles of rigid objects in simulation, but the shapes are limited to realistic conelike shapes. These methods are designed to generate static models or offer only limited control over shapes.…”
Section: Directable Simulation Controlmentioning
confidence: 99%