Tearing an elastic object on computer graphics with physical simulation is difficult to get a desired output because of the difficulty of expecting the part where has stress concentration. On the other hand, setting up key frames to all the points on the object, which is completely under control, is complicated and time-consuming work for creators. In this paper, we propose a method to represent a tearing of an elastic object with physical simulation and with a desired output. A creator sets a “tearing surface” where the elastic object is torn along. This simulation works on real-time so that creator can vary parameters such as external force, which allow them a trial and error process. We use Matthias Muller's elastic analysis model for a real-time elastic simulation.
|ジャーナル||Journal of the Institute of Image Electronics Engineers of Japan|
|出版ステータス||出版済み - 1月 2005|
!!!All Science Journal Classification (ASJC) codes
- コンピュータ サイエンス（その他）