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Soft-body dynamics

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85: 46:). The scope of soft body dynamics is quite broad, including simulation of soft organic materials such as muscle, fat, hair and vegetation, as well as other deformable materials such as clothing and fabric. Generally, these methods only provide visually plausible emulations rather than accurate scientific/engineering simulations, though there is some crossover with scientific methods, particularly in the case of finite element simulations. Several 522:(PBD), an approach based on constraint relaxation. The mass-spring model is converted into a system of constraints, which demands that the distance between the connected nodes be equal to the initial distance. This system is solved sequentially and iteratively, by directly moving nodes to satisfy each constraint, until sufficiently stiff cloth is obtained. This is similar to a 562:(objects are advanced only until a collision occurs, and the collision is handled before proceeding). The former is easier to implement and faster, but leads to failure to detect collisions (or detection of spurious collisions) if objects move fast enough. Real-time systems generally have to use discrete collision detection, with other 360:). Expressing the energy of a surface in terms of its local deformation (the energy is due to a combination of stretching and bending), the local force on the surface is given by differentiating the energy with respect to position, yielding an equation of motion which can be solved in the standard ways. 111:
representation of the surface of the object, or from a three-dimensional network of nodes and edges modeling the internal structure of the object (or even a one-dimensional system of links, if for example a rope or hair strand is being simulated). Additional springs between nodes can be added, or the
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Detection of collisions between cloth and environmental objects with a well defined "inside" is straightforward since the system can detect unambiguously whether the cloth mesh vertices and faces are intersecting the body and resolve them accordingly. If a well defined "inside" does not exist (e.g.
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However, detection of collisions between two polygonal cloths (or collision of a cloth with itself) via discrete collision detection is much more difficult, since there is no unambiguous way to locally detect after a timestep whether a cloth node which has penetrated is on the "wrong" side or not.
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Realistic interaction of simulated soft objects with their environment may be important for obtaining visually realistic results. Cloth self-intersection is important in some applications for acceptably realistic simulated garments. This is challenging to achieve at interactive frame rates,
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in the case of collision with a mesh which does not form a closed boundary), an "inside" may be constructed via extrusion. Mutual- or self-collisions of soft bodies defined by tetrahedra is straightforward, since it reduces to detection of collisions between solid tetrahedra.
430:, used in a variety of contexts in video games, animation, and film. It can also be used to simulate two dimensional sheets of materials other than textiles, such as deformable metal panels or vegetation. In video games it is often used to enhance the realism of clothed 578:
has presented a method which uses a global topological analysis of mesh intersections in configuration space to detect and resolve self-interpenetration of cloth. Currently, this is generally too computationally expensive for real-time cloth systems.
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conservation. Additional position constraints can be applied, for example to keep the nodes within desired regions of space (sufficiently close to an animated model for example), or to maintain the body's overall shape via shape matching.
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solution of the implicit matrix system for the mass-spring model. Care must be taken though to solve the constraints in the same sequence each timestep, to avoid spurious oscillations, and to make sure that the constraints do not violate
42:, the shape of soft bodies can change, meaning that the relative distance of two points on the object is not fixed. While the relative distances of points are not fixed, the body is expected to retain its shape to some degree (unlike a 457:
representation of the cloth) determines the internal spring forces acting on the nodes at each timestep (in combination with gravity and applied forces). Newton's second law gives equations of motion which can be solved via standard
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is especially suited to modelling fracture as it includes a realistic model of the distribution of internal stresses in the material, which physically is what determines when fracture occurs, according to
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To do collision detection efficiently, primitives which are certainly not colliding must be identified as soon as possible and discarded from consideration to avoid wasting time. To do this, some form of
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Solutions involve either using the history of the cloth motion to determine if an intersection event has occurred, or doing a global analysis of the cloth state to detect and resolve self-intersections.
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system) use a finite-element-based approach for their soft bodies, using a tetrahedral mesh and converting the stress tensor directly into node forces. Rendering is done via a form of
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would not normally be considered soft-body dynamics, which is usually restricted to mean simulation of materials which have a tendency to retain their shape and form. In contrast, a
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in each element using a model of the material. The elements are typically tetrahedral, the nodes being the vertices of the tetrahedra (relatively simple methods exist to
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Vehicle construction / first person crash test simulator. Soft-body physics are implemented for superstructures, some vehicle components use simple damage modeling.
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to the point masses including the forces applied by the springs and any external forces (due to contact, gravity, air resistance, wind, and so on) gives a system of
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refers to the simulation of soft bodies in the form of two dimensional continuum elastic membranes, that is, for this purpose, the actual structure of real
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Hybrid methods involving a combination of various of these schemes, e.g. a coarse AABB tree plus sweep-and-prune with coherence between colliding leaves.
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In this scheme, penalty forces or constraints are applied to the model to drive it towards its original shape (i.e. the material behaves as if it has
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Derby racing game. Soft-body physics are implemented for superstructures, but parts and components (e.g. the engine) use simple damage modeling.
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into triangles). The strain (which measures the local deformation of the points of the material from their rest state) is quantified by the
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particularly in the case of detecting and resolving self collisions and mutual collisions between two or more deformable objects.
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The equation of motion of the element nodes is obtained by integrating the stress field over each element and relating this, via
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Commercial sandbox-esque game based on soft-body vehicle physics. Simulates the vehicles' structure rather than its operation.
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aimed at several engineering problems solution relative to the elastic grid behavior. These are sometimes known as
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Softbody objects react to forces and are able to collide with other 3D objects. This example has been created with
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Nealen, Müller, Keiser, Boxerman & Carlson (2005). "Physically Based Deformable Models in Computer Graphics".
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assumes the shape of whatever vessel contains it, as the particles are bound together by relatively weak forces.
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A collection of source codes implementing cloth simulation algorithms as well as soft body dynamics in OpenGL.
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solvers. To create high resolution cloth with a realistic stiffness is not possible however with simple
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Provot (1997). "Collision and self-collision handling in cloth model dedicated to design garments".
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and the physics of surfaces, which dictate that a constrained surface will assume the shape which
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The simulation of volumetric solid soft bodies can be realised by using a variety of approaches.
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to generate a surface mesh for rendering. This is the approach used for deformable objects in
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by breaking it into a large number of solid elements which fit together, and solving for the
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methods to avoid instability and excessive stretching (e.g. strain limiting corrections).
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for the motion of the nodes, which is solved by standard numerical schemes for solving
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Procedural generation & VFX software - soft-body FEM, cloth simulation (Vellum)
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level can be ignored (though modeling cloth on the yarn level has been tried). Via
279:{\displaystyle {\boldsymbol {\sigma }}={\mathsf {C}}{\boldsymbol {\varepsilon }}\,} 1787: 1383: 88:
Two nodes as mass points connected by a parallel circuit of a spring and a damper.
441:, but a distinction must be made between force-based and position-based solvers. 38:). The applications are mostly in video games and films. Unlike in simulation of 2019: 1501: 1462: 1056: 790: 672:
Other effects which may be simulated via the methods of soft-body dynamics are:
357: 2091: 642: 177: 93: 39: 2086: 1916:"Efficient Collision Detection of Complex Deformable Models using AABB Trees" 1087: 920: 1483: 1358: 1217: 1520:"Flexible Simulation of Deformable Models Using Discontinuous Galerkin FEM" 848: 124:. Rendering of a three-dimensional mass-spring lattice is often done using 1848:"Robust Treatment of Collisions, Contact and Friction for Cloth Animation" 1934:"Optimized Spatial Hashing for Collision Detection of Deformable Objects" 885: 680: 427: 423: 148:
This is a more physically accurate approach, which uses the widely used
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force law of the springs modified, to achieve desired effects. Applying
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Article by Thomas Jakobsen which explains the basics of the PBD method
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To avoid needing to do an expensive implicit solution of a system of
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Character simulation software - FEM muscles, fat, skin and cloth
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with insertion sort, or tree-tree collisions with front tracking.
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Teschner, Heidelberger, Müller, Pomeranets & Gross (2003).
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effects, this can produce a visually plausible emulation of
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Deformation can also be handled by a traditional rigid-body
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a three dimensional region bounded by a polygon mesh into
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Müller, Keiser, Nealen, Pauly, Gross & Alexa (2004).
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Wardetzky, Bergou, Harmon, Zorin & Grinspun (2007).
1463:"Interactive animation of structured deformable objects" 901: 1433:"Doc:2.4/Manual/Physics/Soft Bodies 2.46 - BlenderWiki" 1004:
Supports the use of simulated hair and cloth physics.
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integrators are numerically unstable for sufficiently
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Simulating fluids in the context of computer graphics
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currently provide software for soft-body simulation.
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Müller, Heidelberger, Hennix & Ratcliff (2006).
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scheme is essential, to avoid a brute force test of
1685:Müller, Heidelberger, Teschner & Gross (2005). 831: 615: 302: 278: 236: 207: 92:In this approach, the body is modeled as a set of 16:Computer graphics simulation of deformable objects 1618:Terzopoulos, Platt, Barr & Fleischer (1987). 1484:"Free-Form Deformation of Solid Geometric Models" 930:Uniform API, supports multiple physics engines. 1966:"Fast Arbitrary Splitting of Deforming Objects" 1687:"Meshless Deformations Based on Shape Matching" 623:primitive collisions. Approaches used include: 1552:"Robust Tetrahedral Meshing of Triangle Soups" 1518:Kaufmann, Martin, Botsch & Gross (2008). 645:for memory efficiency) or hierarchical (e.g. 160:. The body is modeled as a three-dimensional 8: 1999:: CS1 maint: multiple names: authors list ( 1949:: CS1 maint: multiple names: authors list ( 1881:: CS1 maint: multiple names: authors list ( 1770:"Simulating Knitted Cloth at the Yarn Level" 1702:: CS1 maint: multiple names: authors list ( 1667:: CS1 maint: multiple names: authors list ( 1635:: CS1 maint: multiple names: authors list ( 1585:: CS1 maint: multiple names: authors list ( 1568:Bridson, Teran, Molino & Fedkiw (2003). 1535:: CS1 maint: multiple names: authors list ( 715:Simulated organs for biomedical applications 566:ways to avoid failing to detect collisions. 482:must be used, requiring solution of a large 26:that focuses on visually realistic physical 1719:"Fast Adaptive Shape Matching Deformations" 1502:"A pressure model for soft body simulation" 506:, many real-time cloth simulators (notably 1598: 1596: 1355:"Pixelux's Digital Molecular Matter (DMM)" 1088:https://viterbi-web.usc.edu/~jbarbic/vega/ 921:http://www.adrianboeing.com/pal/index.html 540:Collision detection for deformable objects 2041:"When Will Virtual Surgery Make the Cut?" 2016:"A Mass Spring Model for Hair Simulation" 1809: 1550:Spillmann, Wagner & Teschner (2006). 1311:CS1 maint: multiple names: authors list ( 1282: 604: 592: 354:minimizes the total energy of deformation 294: 293: 291: 275: 270: 264: 263: 255: 253: 229: 227: 208:{\displaystyle {\boldsymbol {\epsilon }}} 200: 198: 1680: 1678: 1212:Free and open source vehicle simulator. 1144: 849:https://www.sidefx.com/products/houdini/ 738: 437:Cloth simulators are generally based on 52: 1964:Steinemann, Otaduy & Gross (2006). 1846:Bridson, Fedkiw & Anderson (2002). 1717:Steinemann, Otaduy & Gross (2008). 1652:"Discrete Quadratic Curvature Energies" 1269: 271: 256: 237:{\displaystyle {\boldsymbol {\sigma }}} 230: 201: 1992: 1942: 1874: 1828: 1817: 1768:Kaldor, James & Marschner (2008). 1695: 1660: 1628: 1578: 1528: 1477: 1475: 1301: 1290: 970:Simulation Open Framework Architecture 886:https://github.com/mmmovania/opencloth 656:Coherence-exploiting schemes, such as 295: 265: 96:(nodes) connected by ideal weightless 1461:Desbrun, Schroder & Barr (1999). 730:Software supporting soft body physics 404:In the context of computer graphics, 180:, similarly to how a two-dimensional 7: 2014:Selle, Lentine & Fedkiw (2008). 1327:"Numerion Software - Carbon Physics" 995:https://developer.valvesoftware.com 1896:Baraff, Witkin & Kass (2003). 14: 1788:"Large Steps in Cloth Simulation" 980:GNU Lesser General Public License 941:http://developer.nvidia.com/physx 712:Simulated hair, fur, and feathers 2092:Soft body dynamics video example 156:which govern the dynamics of an 30:of the motion and properties of 1620:"Elastically Deformable Models" 1482:Sederberg & Parry (1986). 1052:https://torque3d.org/torque3d/ 975:http://www.sofa-framework.org/ 610: 597: 348:This approach is motivated by 154:partial differential equations 1: 1603:Parker & O'Brien (2009). 1184:https://www.crasheffects.com/ 641:Grids, either uniform (using 329:, to the node accelerations. 303:{\displaystyle {\mathsf {C}}} 1786:Baraff & Witkin (1998). 1500:Matyka & Ollila (2003). 1202:https://rigsofrods.github.io 777:http://numerion-software.com 706:(permanent deformation) and 380:Rigid-body based deformation 628:Bounding volume hierarchies 554:Collision detection may be 344:Energy minimization methods 332:Pixelux (developers of the 2148: 1207:GNU General Public License 1112:GNU General Public License 1020:GNU General Public License 543: 1866:"Position Based Dynamics" 916:Physics Abstraction Layer 488:conjugate gradient method 466:solvers (such as forward 144:Finite element simulation 134:mass-spring-damper models 2132:Computer physics engines 1107:https://www.blender.org/ 1069:https://unrealengine.com 1015:http://edu.kde.org/step/ 869:http://autodesk.com/maya 808:Digital Molecular Matter 762:http://bulletphysics.org 334:Digital Molecular Matter 103:obeying some variant of 2063:developer.valvesoftware 1914:Van Den Bergen (1998). 1125:http://zivadynamics.com 520:position based dynamics 498:Position-based dynamics 390:matrix-palette skinning 2127:Video game development 1223:http://nextcargame.com 796:http://mycryengine.com 617: 350:variational principles 304: 280: 238: 209: 118:differential equations 89: 68: 902:http://opentissue.org 693:finite element method 618: 556:discrete/a posteriori 486:system (via e.g. the 478:systems). Therefore, 338:free-form deformation 305: 281: 239: 210: 150:finite element method 130:Stretched grid method 126:free-form deformation 87: 62: 2122:3D computer graphics 2097:Introductory article 1093:3-clause BSD license 926:3-clause BSD license 687:of soft bodies, and 638:trees, sphere trees) 591: 290: 252: 226: 221:Cauchy stress tensor 197: 2117:Classical mechanics 2045:Scientific American 1744:"Havok Destruction" 1343:. 24 February 2014. 1341:"PhysX soft bodies" 1248:Rigid body dynamics 1180:Crash Effects Inc. 683:of brittle solids, 585:spatial subdivision 560:continuous/a priori 546:Collision detection 432:animated characters 374:polar decomposition 327:Newton's second law 114:Newton's second law 1898:"Untangling Cloth" 1102:Blender (software) 958:http://phyz.ath.cx 813:http://pixelux.com 735:Simulation engines 698:fracture mechanics 668:Other applications 613: 439:mass-spring models 300: 276: 234: 205: 90: 80:Spring/mass models 69: 32:deformable objects 20:Soft-body dynamics 1827:Missing or empty 1300:Missing or empty 1234: 1233: 1168:http://beamng.com 1138: 1137: 1035:http://syflex.biz 616:{\displaystyle O} 468:Euler integration 453:(obtained from a 451:mass-spring model 445:Force-based cloth 394:Havok Destruction 312:elasticity tensor 162:elastic continuum 72:Deformable solids 60: 24:computer graphics 2139: 2074: 2073: 2071: 2069: 2055: 2049: 2048: 2037: 2031: 2030: 2028: 2027: 2018:. 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Archived from 1351: 1345: 1344: 1337: 1331: 1330: 1323: 1317: 1316: 1309: 1303: 1298: 1296: 1288: 1286: 1274: 1145: 832:http://havok.com 739: 622: 620: 619: 614: 609: 608: 533:angular momentum 480:implicit solvers 407:cloth simulation 400:Cloth simulation 356:(analogous to a 309: 307: 306: 301: 299: 298: 285: 283: 282: 277: 274: 269: 268: 259: 243: 241: 240: 235: 233: 214: 212: 211: 206: 204: 158:elastic material 61: 2147: 2146: 2142: 2141: 2140: 2138: 2137: 2136: 2107: 2106: 2083: 2078: 2077: 2067: 2065: 2057: 2056: 2052: 2039: 2038: 2034: 2025: 2023: 2013: 2012: 2008: 1991: 1986: 1981: 1980: 1976: 1968: 1963: 1962: 1958: 1941: 1936: 1931: 1930: 1926: 1918: 1913: 1912: 1908: 1900: 1895: 1894: 1890: 1873: 1868: 1863: 1862: 1858: 1850: 1845: 1844: 1840: 1826: 1816: 1803: 1802: 1798: 1790: 1785: 1784: 1780: 1772: 1767: 1766: 1762: 1753: 1751: 1742: 1741: 1737: 1728: 1726: 1716: 1715: 1711: 1694: 1689: 1684: 1683: 1676: 1659: 1654: 1649: 1648: 1644: 1627: 1622: 1617: 1616: 1612: 1602: 1601: 1594: 1577: 1572: 1567: 1566: 1562: 1554: 1549: 1548: 1544: 1527: 1522: 1517: 1516: 1512: 1504: 1499: 1498: 1494: 1486: 1481: 1480: 1473: 1465: 1460: 1459: 1455: 1446: 1444: 1431: 1430: 1426: 1417: 1416: 1412: 1403: 1402: 1398: 1389: 1387: 1378: 1377: 1373: 1364: 1362: 1353: 1352: 1348: 1339: 1338: 1334: 1325: 1324: 1320: 1310: 1299: 1289: 1284:10.1.1.124.4664 1276: 1275: 1271: 1266: 1243:Deformable body 1239: 1143: 737: 732: 670: 658:sweep and prune 600: 589: 588: 548: 542: 500: 447: 402: 382: 366: 346: 320:Young's modulus 288: 287: 250: 249: 224: 223: 195: 194: 146: 82: 74: 53: 48:physics engines 17: 12: 11: 5: 2145: 2143: 2135: 2134: 2129: 2124: 2119: 2109: 2108: 2105: 2104: 2099: 2094: 2089: 2082: 2081:External links 2079: 2076: 2075: 2059:"$ jigglebone" 2050: 2032: 2006: 1974: 1956: 1924: 1906: 1888: 1856: 1838: 1811:10.1.1.89.9232 1796: 1778: 1760: 1735: 1709: 1674: 1642: 1610: 1592: 1560: 1542: 1510: 1492: 1471: 1453: 1424: 1419:"Maya Nucleus" 1410: 1396: 1371: 1346: 1332: 1318: 1268: 1267: 1265: 1262: 1261: 1260: 1258:Breast physics 1255: 1253:Cloth modeling 1250: 1245: 1238: 1235: 1232: 1231: 1228: 1225: 1220: 1214: 1213: 1210: 1204: 1199: 1193: 1192: 1189: 1186: 1181: 1177: 1176: 1173: 1170: 1165: 1159: 1158: 1155: 1152: 1149: 1142: 1139: 1136: 1135: 1132: 1127: 1122: 1118: 1117: 1115: 1109: 1104: 1098: 1097: 1095: 1090: 1085: 1079: 1078: 1076: 1071: 1066: 1060: 1059: 1054: 1049: 1043: 1042: 1040: 1037: 1032: 1026: 1025: 1023: 1017: 1012: 1006: 1005: 1002: 997: 992: 986: 985: 983: 977: 972: 966: 965: 963: 962:Public domain 960: 955: 949: 948: 946: 943: 938: 932: 931: 928: 923: 918: 912: 911: 909: 904: 899: 895: 894: 891: 888: 883: 877: 876: 874: 871: 866: 860: 859: 856: 851: 846: 840: 839: 837: 834: 829: 823: 822: 820: 815: 810: 804: 803: 801: 798: 793: 787: 786: 784: 779: 774: 770: 769: 764: 759: 753: 752: 749: 746: 743: 736: 733: 731: 728: 717: 716: 713: 710: 701: 691:of cloth. The 669: 666: 665: 664: 661: 654: 639: 612: 607: 603: 599: 596: 544:Main article: 541: 538: 499: 496: 455:polygonal mesh 446: 443: 401: 398: 386:physics engine 381: 378: 365: 364:Shape matching 362: 345: 342: 297: 273: 267: 262: 258: 232: 203: 174:tetrahedralize 145: 142: 109:polygonal mesh 81: 78: 73: 70: 22:is a field of 15: 13: 10: 9: 6: 4: 3: 2: 2144: 2133: 2130: 2128: 2125: 2123: 2120: 2118: 2115: 2114: 2112: 2103: 2100: 2098: 2095: 2093: 2090: 2088: 2085: 2084: 2080: 2064: 2060: 2054: 2051: 2046: 2042: 2036: 2033: 2022:on 2009-12-14 2021: 2017: 2010: 2007: 2002: 1996: 1985: 1978: 1975: 1967: 1960: 1957: 1952: 1946: 1935: 1928: 1925: 1917: 1910: 1907: 1899: 1892: 1889: 1884: 1878: 1867: 1860: 1857: 1849: 1842: 1839: 1834: 1821: 1812: 1807: 1800: 1797: 1789: 1782: 1779: 1771: 1764: 1761: 1750:on 2010-02-21 1749: 1745: 1739: 1736: 1725:on 2011-01-10 1724: 1720: 1713: 1710: 1705: 1699: 1688: 1681: 1679: 1675: 1670: 1664: 1653: 1646: 1643: 1638: 1632: 1621: 1614: 1611: 1606: 1599: 1597: 1593: 1588: 1582: 1571: 1564: 1561: 1553: 1546: 1543: 1538: 1532: 1521: 1514: 1511: 1503: 1496: 1493: 1485: 1478: 1476: 1472: 1464: 1457: 1454: 1443:on 2015-11-04 1442: 1438: 1434: 1428: 1425: 1420: 1414: 1411: 1406: 1400: 1397: 1386:on 2012-02-29 1385: 1381: 1380:"Havok Cloth" 1375: 1372: 1361:on 2009-09-21 1360: 1356: 1350: 1347: 1342: 1336: 1333: 1328: 1322: 1319: 1314: 1307: 1294: 1285: 1280: 1273: 1270: 1263: 1259: 1256: 1254: 1251: 1249: 1246: 1244: 1241: 1240: 1236: 1229: 1226: 1224: 1221: 1219: 1216: 1215: 1211: 1208: 1205: 1203: 1200: 1198: 1195: 1194: 1190: 1187: 1185: 1182: 1179: 1178: 1174: 1171: 1169: 1166: 1164: 1161: 1160: 1156: 1153: 1150: 1147: 1146: 1140: 1133: 1131: 1128: 1126: 1123: 1120: 1119: 1116: 1113: 1110: 1108: 1105: 1103: 1100: 1099: 1096: 1094: 1091: 1089: 1086: 1084: 1081: 1080: 1077: 1075: 1072: 1070: 1067: 1065: 1064:Unreal Engine 1062: 1061: 1058: 1055: 1053: 1050: 1048: 1045: 1044: 1041: 1038: 1036: 1033: 1031: 1028: 1027: 1024: 1021: 1018: 1016: 1013: 1011: 1008: 1007: 1003: 1001: 998: 996: 993: 991: 990:Source Engine 988: 987: 984: 981: 978: 976: 973: 971: 968: 967: 964: 961: 959: 956: 954: 951: 950: 947: 944: 942: 939: 937: 934: 933: 929: 927: 924: 922: 919: 917: 914: 913: 910: 908: 905: 903: 900: 897: 896: 892: 889: 887: 884: 882: 879: 878: 875: 872: 870: 867: 865: 862: 861: 857: 855: 852: 850: 847: 845: 842: 841: 838: 835: 833: 830: 828: 825: 824: 821: 819: 816: 814: 811: 809: 806: 805: 802: 799: 797: 794: 792: 789: 788: 785: 783: 780: 778: 775: 772: 771: 768: 765: 763: 760: 758: 755: 754: 750: 747: 744: 741: 740: 734: 729: 727: 725: 721: 714: 711: 709: 705: 702: 699: 694: 690: 686: 682: 678: 675: 674: 673: 667: 662: 659: 655: 652: 648: 644: 640: 637: 633: 629: 626: 625: 624: 605: 601: 594: 586: 580: 577: 571: 567: 565: 561: 557: 552: 547: 539: 537: 534: 530: 525: 521: 517: 513: 509: 505: 497: 495: 493: 489: 485: 484:sparse matrix 481: 477: 473: 469: 465: 461: 456: 452: 444: 442: 440: 435: 433: 429: 425: 421: 417: 413: 409: 408: 399: 397: 395: 391: 387: 379: 377: 375: 371: 363: 361: 359: 355: 351: 343: 341: 339: 335: 330: 328: 323: 321: 317: 316:Poisson ratio 313: 260: 247: 222: 218: 193: 192:strain tensor 189: 188: 183: 179: 175: 171: 167: 163: 159: 155: 152:to solve the 151: 143: 141: 139: 138:ideal gas law 135: 131: 127: 123: 119: 115: 110: 106: 102: 99: 95: 86: 79: 77: 71: 66: 51: 49: 45: 41: 37: 33: 29: 25: 21: 2066:. 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Index

computer graphics
simulations
deformable objects
rigid bodies
fluid
physics engines
Blender

point masses
elastic
springs
Hooke's law
polygonal mesh
Newton's second law
differential equations
ODEs
free-form deformation
Stretched grid method
mass-spring-damper models
ideal gas law
finite element method
partial differential equations
elastic material
elastic continuum
stresses
strains
tetrahedra
polygon
triangulated
strain tensor

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