Figure 7: Cutting an object: (a) during cut, (b) immediately
after cut, (c) two resulting halves have rolled apart, (d) after
further cuts.
Figure 8: Large scale simulation of deformable objects.
ronment significantly more enjoyable and immersive
than a comparable rigid body physics environment.
Disadvantages include that simulating local de-
formations requires division of the object into fine
grained clusters, which can be inefficient. Precise
cluster divisions can also be difficult to specify. For
large scale objects and scenes, efficiency improve-
ments are necessary. Finally, the cut operation does
not support partial cuts or incisions, which would be
useful for virtual surgery applications or games.
In summary, we believe that the techniques im-
plemented have promising potential as applied to a
virtual surgery simulator, games, or any other envi-
ronment where speed and immersive interactions are
required but physical accuracy is not.
8 FUTURE WORK
One major problem limiting meshless deformation’s
use in some applications is the lack of robust local
deformation. One avenue of investigation might be to
integrate a mass-spring system, which is usually dis-
abled, but where user picks activate mass-spring be-
haviour in the pick’s local region. Mass-spring areas
around a partial cut or incision could similarly be acti-
vated. For larger cuts, but not complete severances, a
method of dynamically partitioning new clusters may
be possible that would allow “flapping” behaviour,
similar to a tennis ball nearly cut in half with both
halves “talking” like a mouth.
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IMPROVED MESHLESS DEFORMATION TECHNIQUES FOR REAL-TIME INTERACTIVE COLLABORATIVE
ENVIRONMENTS
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