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Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation
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Soft Articulated Characters in Projective Dynamics.

Jing Li, Tiantian Liu, Ladislav Kavan

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    |August 4, 2020
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    This summary is machine-generated.

    We developed a fast, robust solver for simulating deformable models with rigid and joint constraints, ideal for soft articulated characters. This unified approach efficiently couples rigid and deformable components for realistic simulations.

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    Area of Science:

    • Computer Graphics
    • Physics Simulation
    • Computational Mechanics

    Background:

    • Simulating soft articulated characters requires accurately modeling both deformable tissues and rigid skeletal structures.
    • Existing methods often struggle to efficiently couple rigid and deformable components, limiting realism and performance.
    • Constraint-based simulation is crucial for maintaining physical accuracy in articulated systems.

    Purpose of the Study:

    • To introduce a novel, fast, and robust solver for continuum-based deformable models with articulated rigid-body and joint constraints.
    • To enable efficient and stable simulation of soft articulated characters by unifying rigid and deformable elements.
    • To provide a method that converges to state-of-the-art results for purely rigid body simulations.

    Main Methods:

    • A unified constrained optimization problem is formulated to couple the degrees of freedom of articulated rigid bodies and deformable bodies.
    • A novel local/global solver, inspired by Projective Dynamics, leverages pre-factorized system matrices for accelerated computation.
    • Backward Euler time integration is applied to both rigid and deformable degrees of freedom for enhanced stability.

    Main Results:

    • The proposed method efficiently simulates character models, accurately coupling rigid (bone) and deformable (flesh) parts.
    • The solver demonstrates stability due to the application of backward Euler time integration.
    • In the special case of simulating only articulated rigid bodies, the method achieves convergence comparable to state-of-the-art simulators.

    Conclusions:

    • The developed solver offers a significant advancement in simulating complex soft articulated characters with integrated rigid components.
    • The unified approach and efficient solver architecture enable high-performance, stable, and physically accurate character animations.
    • This work provides a robust foundation for future research in real-time physics-based character simulation.