Authors:
Selcuk Sumengen
;
Mustafa Tolga Eren
;
Serhat Yesilyurt
and
Selim Balcisoy
Affiliation:
Faculty of Engineering and Natural Sciences, Sabanci University, Turkey
Keyword(s):
Deformable objects, real-time simulation, cloth modelling, Distributed and Network Virtual Environments, Collaborative Virtual Environments.
Related
Ontology
Subjects/Areas/Topics:
Animation and Simulation
;
Augmented, Mixed and Virtual Environments
;
Computer Vision, Visualization and Computer Graphics
;
Geometry and Modeling
;
Interactive Environments
;
Real-Time Graphics
;
Real-Time Visual Simulation
;
Surface Modeling
Abstract:
This paper presents a method for physical simulation of deformable closed surfaces over a network, which is suitable for realistic interactions between users and objects in a collaborative virtual environment (CVE). CVE's are being extensively used for training, design and gaming for several years. To demonstrate a deformable object in a CVE, we employ a real-time physical simulation of a uniform-tension-membrane, based on linear
finite-element-discretization of the surface yielding a sparse linear system of equations, which is solved using the Runge-Kutta Fehlberg method. The proposed method introduces an architecture that distributes the computational load of physical simulation between each participant. Our approach requires a uniform-mesh representation of the simulated structure; therefore we designed and implemented a re-meshing algorithm that converts irregularly triangulated genus zero surfaces into a uniform triangular mesh with regular connectivity. The strength of our ap
proach comes from the subdivision methodology that enables to use multi-resolution surfaces for graphical representation, physical simulation, and network transmission, without compromising simulation accuracy and visual quality.
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