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Interactive simulation of topological changes on deformable objects
| Content Provider | Semantic Scholar |
|---|---|
| Author | Steinemann, Denis |
| Copyright Year | 2008 |
| Abstract | Interactive environments featuring virtual objects that dynamically deform play an increasingly important role in many applications such as surgery simulation or computer games. Such environments require efficient and robust algorithms for various simulation tasks such as deformation, collision handling, as well as processing of topological changes. This thesis explores novel algorithms and data structures that enable the fast and stable treatment of complex cutting operations on deformable models. The focus lies on versatile methods that alleviate or completely avoid intricate volumetric remeshing. This allows for geometrically flexible and robust object representations, algorithmically simple and efficient implementation, and visually attractive behavior, all in accordance with the requirements of typical target applications. In the first part of this thesis, a hybrid method to cut tetrahedral meshes in the context of hysteroscopy simulation is presented. It combines subdivision of tetrahedra with adjustments of existing topology. This permits a close approximation of a given cut trajectory, while larely avoiding the creation of badly-shaped elements that may degrade deformation computations, and mesh complexity does not explode. This approach has been integrated as a key simulation component into a successful virtual reality training system for hysteroscopic interventions. A more general novel method for cutting in a meshless, continuum-mechanicsbased deformation model is presented in the second part of this thesis. This approach is suitable for a large range of applications that require arbitrary and stable cutting operations, ranging from computer animation to interactive medical simulation. The meshless nature of this method avoids the volumetric remeshing problems inherent to previous state-of-the-art cutting algorithms, operating mostly on tetrahedral meshes. Therefore, stability problems in subsequent deformation computations can be largely eliminated. Object surfaces and cut surfaces meshed from the movement of a cutting blade are represented by triangle meshes. This enables robust updates of particle neighborhood information stored in a lightweight visibility graph data structure, and challenging self-collision scenarios often present in cutting simulations can be handled in an efficient and stable manner. While meshless methods feature great advantages when handling topological changes in high-quality simulation, deformation computations are often more involved, limiting their application in interactive environments. Therefore, in the third part of this thesis a new adaptive shape matching deformation method that is tailored for physically plausible interactive simulations such as video games is |
| File Format | PDF HTM / HTML |
| DOI | 10.3929/ethz-a-005787332 |
| Alternate Webpage(s) | https://www.research-collection.ethz.ch/bitstream/handle/20.500.11850/72841/eth-41674-01.pdf?isAllowed=y&sequence=1 |
| Alternate Webpage(s) | https://graphics.ethz.ch/Downloads/Publications/Dissertations/Ste08c.pdf |
| Alternate Webpage(s) | https://www.research-collection.ethz.ch/bitstream/handle/20.500.11850/72841/eth-41674-02.pdf?isAllowed=y&sequence=2 |
| Alternate Webpage(s) | https://doi.org/10.3929/ethz-a-005787332 |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |