Stable real-time deformations
By Matthias Müller, Julie Dorsey, Leonard McMillan, Robert Jagnow, B. Cutler. Symposium on Computer Animation, 2002
535 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design, Control and Systems Engineering
View Paper: https://www.semanticscholar.org/paper/383df4b75d87081f7cc4b3af134e2406d08d51e2
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- Matthias Müller
- Jens Harald Krüger
- Markus H. Gross
- Andrew Selle
- Yongning Zhu
- Richard Keiser
- Yaser Sheikh
- Takaaki Shiratori
In Computer Graphics and Computer-Aided Design
- Matthias Müller
- Jens Harald Krüger
- Markus H. Gross
- Andrew Selle
- Yongning Zhu
- Richard Keiser
- Naga K. Govindaraju
- David P. Luebke
In Control and Systems Engineering
- Matthias Müller
- Takaaki Shiratori
- Joseph M. Teran
- Andrew Selle
- Markus H. Gross
- Yongning Zhu
- Yaser Sheikh
- Chenglei Wu
Citations in the corpus
- Efficient elasticity for character skinning with contact and collisions (2011, methodology): “[Rivers and James 2007] extended the accuracy of this method while maintaining high performance with a fast SVD. Warped stiffness approaches [M¨uller et al. 2002; M¨uller and Gross 2004; M¨uller et al. 2004] are a more general example of the techniques developed by Cappel et al. and use an inexact…”
- Constraining dense hand surface tracking with elasticity (2020, background): “Linear elasticity is not suited for modeling large deformations [Müller et al. 2002], however, and this work is thus forced to reinitialize the mesh’s rest state at each frame, leading to artificial plasticity and limiting the method to small deformations.”
- Optimized Spatial Hashing for Collision Detection of Deformable Objects (2003, methodology): “We have integrated efficient deformable models based on linear finite elements [23] and the proposed collision detection approach.”
- Sparse matrix solvers on the GPU: conjugate gradients and multigrid (2003, background): “Background The need for an unstructured sparse matrix solver arises in many simulations involving discretization of linear and non-linear partial differential equations (PDEs) over arbitrary meshes ( e.g. , [M¨uller et al. 2002; Desbrun et al. 2002; Kobbelt et al. 1998]).”
- Physically Based Deformable Models in Computer Graphics (2006, methodology): “Many papers in Computer Graphics use a simple form of the Finite Element method for the simulation of de-formable objects, sometimes called the explicit Finite Element Method, which is quite easy to understand and to implement (e.g. [OH99], [DDCB01], [MDM ∗ 02]).”
- Interactive Virtual Materials (2004, methodology): “An alternative to Capell's method is the warped stiffness approach proposed by Müller [12] which is a corotational formulation [6] and uses a local coordinate frame for each vertex to compute the linear force.”
- Meshless deformations based on shape matching (2005, methodology): “…Witkin 1998], [Desbrun et al. 1999], the Boundary Element Method (BEM) [James and Pai 1999], the Finite Element Method (FEM) [Debunne et al. 2001], [Müller et al. 2002], [Müller and Gross 2004], the Finite Volume Method (FVM) [Teran et al. 2003] to implicit surfaces [Desbrun and Cani 1995] and…”
- Boundary-Aware Multidomain Subspace Deformation (2013, background): “It was first introduced by Mu¨ller et al. [17], [18] via stiffness warping and widely adopted in various applications [19], [20], [21], [22].”
- GPGPU: general purpose computation on graphics hardware (2004, background): “Background The need for an unstructured sparse matrix solver arises in many simulations involving discretization of linear and non-linear partial differential equations (PDEs) over arbitrary meshes (e.g., [M¨uller et al. 2002; Desbrun et al. 2002; Kobbelt et al. 1998]).”