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Modeling of Soft 3-Dimensional Objects and Volume-Conserving Deformations of Such Objects by an External Force

机译:三维软物体的建模及其在外力作用下的体积守恒变形

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This paper sets forth a method for creating models of soft 3-dimensional objects that are capable of describing the deformations that are easily produced in these objects by various external forces. In addition to virtual objects such as spheres and cubes, the authors have attempted to model the facial region of the human head. Their technique for modeling soft objects is to represent them by networks of springs and masses (i.e., by a spring network model). Using CT images to guide them, the authors construct a spring network model by first partitioning the head region with a tetrahedral mesh, and then using the bubble-mesh method to generate a close-packed structure that specifies the initial positions of the nodes. This procedure ensures that the springs all have almost the same length. In simulating the deformation, the response of the soft object is modeled by incorporating both a spring force and a volume-conserving force. Physical phenomena such as reaction forces arising from mutual contact between the surfaces of soft objects, such as hands with faces, and normal counterforees, are well described in the calculations. After verifying that deformations owing to contact between a sphere and a cube are well described, they developed their model of the human head and used it to simulate the effects of external forces exerted by a model hand. It was confirmed that the simulated deformations of the virtual head and hand that accompanied contact between them conserved volumes well. In addition, by introducing frictional forces, it was possible to simulate the deformations that accompany physical actions such as pushing up and tugging at lips, thereby confirming the effectiveness of the simulation method.
机译:本文阐述了一种用于创建三维软物体模型的方法,该模型能够描述各种外力在这些物体中容易产生的变形。除了球体和立方体之类的虚拟对象外,作者还尝试对人头的面部区域建模。他们对软对象建模的技术是通过弹簧和质量的网络(即通过弹簧网络模型)来表示它们。作者使用CT图像对其进行引导,首先通过用四面体网格划分头部区域,然后使用气泡网格方法生成指定节点初始位置的密堆积结构,从而构建弹簧网络模型。此过程可确保所有弹簧的长度几乎相同。在模拟变形时,通过结合弹簧力和体积守恒力对软物体的响应进行建模。计算中很好地描述了物理现象,例如由柔软的物体(例如带脸的手)的表面相互接触产生的反作用力。在验证了由于球体和立方体之间的接触而引起的变形得到了很好的描述之后,他们开发了他们的人头模型,并用它来模拟模型手所施加的外力的影响。可以确认,虚拟头和手之间伴随接触的模拟变形可以很好地保存体积。此外,通过引入摩擦力,可以模拟伴随物理动作(如上推和拉动嘴唇)的变形,从而证实了该模拟方法的有效性。

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