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Soft-body dynamics

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96: 57:). 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 533:(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 573:(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 371:). 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. 122:
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.
441:, 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 589:
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
53:, 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 468:
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.
387:. To approximate finite element simulation, shape matching can be applied to three dimensional lattices and multiple shape matching constraints blended. 262: 1443: 482: 379:
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
322: 168: 147:. In pressurized soft bodies spring-mass model is combined with a pressure force based on the 34: 1976: 383:). To conserve momentum the rotation of the body must be estimated properly, for example via 175:
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
290:{\displaystyle {\boldsymbol {\sigma }}={\mathsf {C}}{\boldsymbol {\varepsilon }}\,} 1798: 1394: 99:
Two nodes as mass points connected by a parallel circuit of a spring and a damper.
17: 452:, but a distinction must be made between force-based and position-based solvers. 49:). The applications are mostly in video games and films. Unlike in simulation of 2030: 1512: 1473: 1067: 801: 683:
Other effects which may be simulated via the methods of soft-body dynamics are:
368: 2102: 653: 188: 104: 50: 2097: 1927:"Efficient Collision Detection of Complex Deformable Models using AABB Trees" 1098: 931: 1494: 1369: 1228: 1531:"Flexible Simulation of Deformable Models Using Discontinuous Galerkin FEM" 859: 135:. Rendering of a three-dimensional mass-spring lattice is often done using 1859:"Robust Treatment of Collisions, Contact and Friction for Cloth Animation" 1945:"Optimized Spatial Hashing for Collision Detection of Deformable Objects" 896: 691: 438: 434: 159:
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).
1474:"Interactive animation of structured deformable objects" 912: 1444:"Doc:2.4/Manual/Physics/Soft Bodies 2.46 - BlenderWiki" 1015:
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
1696:Müller, Heidelberger, Teschner & Gross (2005). 842: 626: 313: 289: 247: 218: 103:In this approach, the body is modeled as a set of 27:Computer graphics simulation of deformable objects 1629:Terzopoulos, Platt, Barr & Fleischer (1987). 1495:"Free-Form Deformation of Solid Geometric Models" 941:Uniform API, supports multiple physics engines. 1977:"Fast Arbitrary Splitting of Deforming Objects" 1698:"Meshless Deformations Based on Shape Matching" 634:primitive collisions. Approaches used include: 1563:"Robust Tetrahedral Meshing of Triangle Soups" 1529:Kaufmann, Martin, Botsch & Gross (2008). 656:for memory efficiency) or hierarchical (e.g. 171:. The body is modeled as a three-dimensional 8: 2010:: CS1 maint: multiple names: authors list ( 1960:: CS1 maint: multiple names: authors list ( 1892:: CS1 maint: multiple names: authors list ( 1781:"Simulating Knitted Cloth at the Yarn Level" 1713:: CS1 maint: multiple names: authors list ( 1678:: CS1 maint: multiple names: authors list ( 1646:: CS1 maint: multiple names: authors list ( 1596:: CS1 maint: multiple names: authors list ( 1579:Bridson, Teran, Molino & Fedkiw (2003). 1546:: CS1 maint: multiple names: authors list ( 726:Simulated organs for biomedical applications 577:ways to avoid failing to detect collisions. 493:must be used, requiring solution of a large 37:that focuses on visually realistic physical 1730:"Fast Adaptive Shape Matching Deformations" 1513:"A pressure model for soft body simulation" 517:, many real-time cloth simulators (notably 1609: 1607: 1366:"Pixelux's Digital Molecular Matter (DMM)" 1099:https://viterbi-web.usc.edu/~jbarbic/vega/ 932:http://www.adrianboeing.com/pal/index.html 551:Collision detection for deformable objects 2052:"When Will Virtual Surgery Make the Cut?" 2027:"A Mass Spring Model for Hair Simulation" 1820: 1561:Spillmann, Wagner & Teschner (2006). 1322:CS1 maint: multiple names: authors list ( 1293: 615: 603: 365:minimizes the total energy of deformation 305: 304: 302: 286: 281: 275: 274: 266: 264: 240: 238: 219:{\displaystyle {\boldsymbol {\epsilon }}} 211: 209: 1691: 1689: 1223:Free and open source vehicle simulator. 1155: 860:https://www.sidefx.com/products/houdini/ 749: 448:Cloth simulators are generally based on 63: 1975:Steinemann, Otaduy & Gross (2006). 1857:Bridson, Fedkiw & Anderson (2002). 1728:Steinemann, Otaduy & Gross (2008). 1663:"Discrete Quadratic Curvature Energies" 1280: 282: 267: 248:{\displaystyle {\boldsymbol {\sigma }}} 241: 212: 2003: 1953: 1885: 1839: 1828: 1779:Kaldor, James & Marschner (2008). 1706: 1671: 1639: 1589: 1539: 1488: 1486: 1312: 1301: 981:Simulation Open Framework Architecture 897:https://github.com/mmmovania/opencloth 667:Coherence-exploiting schemes, such as 306: 276: 107:(nodes) connected by ideal weightless 1472:Desbrun, Schroder & Barr (1999). 741:Software supporting soft body physics 415:In the context of computer graphics, 191:, similarly to how a two-dimensional 7: 2025:Selle, Lentine & Fedkiw (2008). 1338:"Numerion Software - Carbon Physics" 1006:https://developer.valvesoftware.com 1907:Baraff, Witkin & Kass (2003). 25: 1799:"Large Steps in Cloth Simulation" 991:GNU Lesser General Public License 952:http://developer.nvidia.com/physx 723:Simulated hair, fur, and feathers 2103:Soft body dynamics video example 167:which govern the dynamics of an 41:of the motion and properties of 1631:"Elastically Deformable Models" 1493:Sederberg & Parry (1986). 1063:https://torque3d.org/torque3d/ 986:http://www.sofa-framework.org/ 621: 608: 359:This approach is motivated by 165:partial differential equations 1: 1614:Parker & O'Brien (2009). 1195:https://www.crasheffects.com/ 652:Grids, either uniform (using 340:, to the node accelerations. 314:{\displaystyle {\mathsf {C}}} 1797:Baraff & Witkin (1998). 1511:Matyka & Ollila (2003). 1213:https://rigsofrods.github.io 788:http://numerion-software.com 717:(permanent deformation) and 391:Rigid-body based deformation 639:Bounding volume hierarchies 565:Collision detection may be 355:Energy minimization methods 343:Pixelux (developers of the 2159: 1218:GNU General Public License 1123:GNU General Public License 1031:GNU General Public License 554: 1877:"Position Based Dynamics" 927:Physics Abstraction Layer 499:conjugate gradient method 477:solvers (such as forward 155:Finite element simulation 145:mass-spring-damper models 2143:Computer physics engines 1118:https://www.blender.org/ 1080:https://unrealengine.com 1026:http://edu.kde.org/step/ 880:http://autodesk.com/maya 819:Digital Molecular Matter 773:http://bulletphysics.org 345:Digital Molecular Matter 114:obeying some variant of 2074:developer.valvesoftware 1925:Van Den Bergen (1998). 1136:http://zivadynamics.com 531:position based dynamics 509:Position-based dynamics 401:matrix-palette skinning 2138:Video game development 1234:http://nextcargame.com 807:http://mycryengine.com 628: 361:variational principles 315: 291: 249: 220: 129:differential equations 100: 79: 913:http://opentissue.org 704:finite element method 629: 567:discrete/a posteriori 497:system (via e.g. the 489:systems). Therefore, 349:free-form deformation 316: 292: 250: 221: 161:finite element method 141:Stretched grid method 137:free-form deformation 98: 73: 2133:3D computer graphics 2108:Introductory article 1104:3-clause BSD license 937:3-clause BSD license 698:of soft bodies, and 649:trees, sphere trees) 602: 301: 263: 237: 232:Cauchy stress tensor 208: 2128:Classical mechanics 2056:Scientific American 1755:"Havok Destruction" 1354:. 24 February 2014. 1352:"PhysX soft bodies" 1259:Rigid body dynamics 1191:Crash Effects Inc. 694:of brittle solids, 596:spatial subdivision 571:continuous/a priori 557:Collision detection 443:animated characters 385:polar decomposition 338:Newton's second law 125:Newton's second law 1909:"Untangling Cloth" 1113:Blender (software) 969:http://phyz.ath.cx 824:http://pixelux.com 746:Simulation engines 709:fracture mechanics 679:Other applications 624: 450:mass-spring models 311: 287: 245: 216: 101: 91:Spring/mass models 80: 43:deformable objects 31:Soft-body dynamics 18:Soft body dynamics 1838:Missing or empty 1311:Missing or empty 1245: 1244: 1179:http://beamng.com 1149: 1148: 1046:http://syflex.biz 627:{\displaystyle O} 479:Euler integration 464:(obtained from a 462:mass-spring model 456:Force-based cloth 405:Havok Destruction 323:elasticity tensor 173:elastic continuum 83:Deformable solids 71: 35:computer graphics 16:(Redirected from 2150: 2085: 2084: 2082: 2080: 2066: 2060: 2059: 2048: 2042: 2041: 2039: 2038: 2029:. 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Archived from 1362: 1356: 1355: 1348: 1342: 1341: 1334: 1328: 1327: 1320: 1314: 1309: 1307: 1299: 1297: 1285: 1156: 843:http://havok.com 750: 633: 631: 630: 625: 620: 619: 544:angular momentum 491:implicit solvers 418:cloth simulation 411:Cloth simulation 367:(analogous to a 320: 318: 317: 312: 310: 309: 296: 294: 293: 288: 285: 280: 279: 270: 254: 252: 251: 246: 244: 225: 223: 222: 217: 215: 169:elastic material 72: 21: 2158: 2157: 2153: 2152: 2151: 2149: 2148: 2147: 2118: 2117: 2094: 2089: 2088: 2078: 2076: 2068: 2067: 2063: 2050: 2049: 2045: 2036: 2034: 2024: 2023: 2019: 2002: 1997: 1992: 1991: 1987: 1979: 1974: 1973: 1969: 1952: 1947: 1942: 1941: 1937: 1929: 1924: 1923: 1919: 1911: 1906: 1905: 1901: 1884: 1879: 1874: 1873: 1869: 1861: 1856: 1855: 1851: 1837: 1827: 1814: 1813: 1809: 1801: 1796: 1795: 1791: 1783: 1778: 1777: 1773: 1764: 1762: 1753: 1752: 1748: 1739: 1737: 1727: 1726: 1722: 1705: 1700: 1695: 1694: 1687: 1670: 1665: 1660: 1659: 1655: 1638: 1633: 1628: 1627: 1623: 1613: 1612: 1605: 1588: 1583: 1578: 1577: 1573: 1565: 1560: 1559: 1555: 1538: 1533: 1528: 1527: 1523: 1515: 1510: 1509: 1505: 1497: 1492: 1491: 1484: 1476: 1471: 1470: 1466: 1457: 1455: 1442: 1441: 1437: 1428: 1427: 1423: 1414: 1413: 1409: 1400: 1398: 1389: 1388: 1384: 1375: 1373: 1364: 1363: 1359: 1350: 1349: 1345: 1336: 1335: 1331: 1321: 1310: 1300: 1295:10.1.1.124.4664 1287: 1286: 1282: 1277: 1254:Deformable body 1250: 1154: 748: 743: 681: 669:sweep and prune 611: 600: 599: 559: 553: 511: 458: 413: 393: 377: 357: 331:Young's modulus 299: 298: 261: 260: 235: 234: 206: 205: 157: 93: 85: 64: 59:physics engines 28: 23: 22: 15: 12: 11: 5: 2156: 2154: 2146: 2145: 2140: 2135: 2130: 2120: 2119: 2116: 2115: 2110: 2105: 2100: 2093: 2092:External links 2090: 2087: 2086: 2070:"$ jigglebone" 2061: 2043: 2017: 1985: 1967: 1935: 1917: 1899: 1867: 1849: 1822:10.1.1.89.9232 1807: 1789: 1771: 1746: 1720: 1685: 1653: 1621: 1603: 1571: 1553: 1521: 1503: 1482: 1464: 1435: 1430:"Maya Nucleus" 1421: 1407: 1382: 1357: 1343: 1329: 1279: 1278: 1276: 1273: 1272: 1271: 1269:Breast physics 1266: 1264:Cloth modeling 1261: 1256: 1249: 1246: 1243: 1242: 1239: 1236: 1231: 1225: 1224: 1221: 1215: 1210: 1204: 1203: 1200: 1197: 1192: 1188: 1187: 1184: 1181: 1176: 1170: 1169: 1166: 1163: 1160: 1153: 1150: 1147: 1146: 1143: 1138: 1133: 1129: 1128: 1126: 1120: 1115: 1109: 1108: 1106: 1101: 1096: 1090: 1089: 1087: 1082: 1077: 1071: 1070: 1065: 1060: 1054: 1053: 1051: 1048: 1043: 1037: 1036: 1034: 1028: 1023: 1017: 1016: 1013: 1008: 1003: 997: 996: 994: 988: 983: 977: 976: 974: 973:Public domain 971: 966: 960: 959: 957: 954: 949: 943: 942: 939: 934: 929: 923: 922: 920: 915: 910: 906: 905: 902: 899: 894: 888: 887: 885: 882: 877: 871: 870: 867: 862: 857: 851: 850: 848: 845: 840: 834: 833: 831: 826: 821: 815: 814: 812: 809: 804: 798: 797: 795: 790: 785: 781: 780: 775: 770: 764: 763: 760: 757: 754: 747: 744: 742: 739: 728: 727: 724: 721: 712: 702:of cloth. The 680: 677: 676: 675: 672: 665: 650: 623: 618: 614: 610: 607: 555:Main article: 552: 549: 510: 507: 466:polygonal mesh 457: 454: 412: 409: 397:physics engine 392: 389: 376: 375:Shape matching 373: 356: 353: 308: 284: 278: 273: 269: 243: 214: 185:tetrahedralize 156: 153: 120:polygonal mesh 92: 89: 84: 81: 33:is a field of 26: 24: 14: 13: 10: 9: 6: 4: 3: 2: 2155: 2144: 2141: 2139: 2136: 2134: 2131: 2129: 2126: 2125: 2123: 2114: 2111: 2109: 2106: 2104: 2101: 2099: 2096: 2095: 2091: 2075: 2071: 2065: 2062: 2057: 2053: 2047: 2044: 2033:on 2009-12-14 2032: 2028: 2021: 2018: 2013: 2007: 1996: 1989: 1986: 1978: 1971: 1968: 1963: 1957: 1946: 1939: 1936: 1928: 1921: 1918: 1910: 1903: 1900: 1895: 1889: 1878: 1871: 1868: 1860: 1853: 1850: 1845: 1832: 1823: 1818: 1811: 1808: 1800: 1793: 1790: 1782: 1775: 1772: 1761:on 2010-02-21 1760: 1756: 1750: 1747: 1736:on 2011-01-10 1735: 1731: 1724: 1721: 1716: 1710: 1699: 1692: 1690: 1686: 1681: 1675: 1664: 1657: 1654: 1649: 1643: 1632: 1625: 1622: 1617: 1610: 1608: 1604: 1599: 1593: 1582: 1575: 1572: 1564: 1557: 1554: 1549: 1543: 1532: 1525: 1522: 1514: 1507: 1504: 1496: 1489: 1487: 1483: 1475: 1468: 1465: 1454:on 2015-11-04 1453: 1449: 1445: 1439: 1436: 1431: 1425: 1422: 1417: 1411: 1408: 1397:on 2012-02-29 1396: 1392: 1391:"Havok Cloth" 1386: 1383: 1372:on 2009-09-21 1371: 1367: 1361: 1358: 1353: 1347: 1344: 1339: 1333: 1330: 1325: 1318: 1305: 1296: 1291: 1284: 1281: 1274: 1270: 1267: 1265: 1262: 1260: 1257: 1255: 1252: 1251: 1247: 1240: 1237: 1235: 1232: 1230: 1227: 1226: 1222: 1219: 1216: 1214: 1211: 1209: 1206: 1205: 1201: 1198: 1196: 1193: 1190: 1189: 1185: 1182: 1180: 1177: 1175: 1172: 1171: 1167: 1164: 1161: 1158: 1157: 1151: 1144: 1142: 1139: 1137: 1134: 1131: 1130: 1127: 1124: 1121: 1119: 1116: 1114: 1111: 1110: 1107: 1105: 1102: 1100: 1097: 1095: 1092: 1091: 1088: 1086: 1083: 1081: 1078: 1076: 1075:Unreal Engine 1073: 1072: 1069: 1066: 1064: 1061: 1059: 1056: 1055: 1052: 1049: 1047: 1044: 1042: 1039: 1038: 1035: 1032: 1029: 1027: 1024: 1022: 1019: 1018: 1014: 1012: 1009: 1007: 1004: 1002: 1001:Source Engine 999: 998: 995: 992: 989: 987: 984: 982: 979: 978: 975: 972: 970: 967: 965: 962: 961: 958: 955: 953: 950: 948: 945: 944: 940: 938: 935: 933: 930: 928: 925: 924: 921: 919: 916: 914: 911: 908: 907: 903: 900: 898: 895: 893: 890: 889: 886: 883: 881: 878: 876: 873: 872: 868: 866: 863: 861: 858: 856: 853: 852: 849: 846: 844: 841: 839: 836: 835: 832: 830: 827: 825: 822: 820: 817: 816: 813: 810: 808: 805: 803: 800: 799: 796: 794: 791: 789: 786: 783: 782: 779: 776: 774: 771: 769: 766: 765: 761: 758: 755: 752: 751: 745: 740: 738: 736: 732: 725: 722: 720: 716: 713: 710: 705: 701: 697: 693: 689: 686: 685: 684: 678: 673: 670: 666: 663: 659: 655: 651: 648: 644: 640: 637: 636: 635: 616: 612: 605: 597: 591: 588: 582: 578: 576: 572: 568: 563: 558: 550: 548: 545: 541: 536: 532: 528: 524: 520: 516: 508: 506: 504: 500: 496: 495:sparse matrix 492: 488: 484: 480: 476: 472: 467: 463: 455: 453: 451: 446: 444: 440: 436: 432: 428: 424: 420: 419: 410: 408: 406: 402: 398: 390: 388: 386: 382: 374: 372: 370: 366: 362: 354: 352: 350: 346: 341: 339: 334: 332: 328: 327:Poisson ratio 324: 271: 258: 233: 229: 204: 203:strain tensor 200: 199: 194: 190: 186: 182: 178: 174: 170: 166: 163:to solve the 162: 154: 152: 150: 149:ideal gas law 146: 142: 138: 134: 130: 126: 121: 117: 113: 110: 106: 97: 90: 88: 82: 77: 62: 60: 56: 52: 48: 44: 40: 36: 32: 19: 2077:. 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The 1998:(PDF) 1980:(PDF) 1948:(PDF) 1930:(PDF) 1912:(PDF) 1880:(PDF) 1862:(PDF) 1802:(PDF) 1784:(PDF) 1701:(PDF) 1666:(PDF) 1634:(PDF) 1584:(PDF) 1566:(PDF) 1534:(PDF) 1516:(PDF) 1498:(PDF) 1477:(PDF) 1159:Game 1152:Games 947:PhysX 735:fluid 587:Pixar 519:PhysX 487:stiff 423:cloth 55:fluid 2081:2022 2012:link 1962:link 1894:link 1844:help 1715:link 1680:link 1648:link 1598:link 1548:link 1324:link 1317:help 1021:Step 964:Phyz 643:AABB 542:and 515:ODEs 460:The 437:and 427:yarn 329:and 179:and 133:ODEs 45:(or 1220:v3 1125:v2 1033:v2 647:OBB 471:ODE 333:). 2124:: 2072:. 2054:. 2008:}} 2004:{{ 1958:}} 1954:{{ 1890:}} 1886:{{ 1835:: 1833:}} 1829:{{ 1711:}} 1707:{{ 1688:^ 1676:}} 1672:{{ 1644:}} 1640:{{ 1606:^ 1594:}} 1590:{{ 1544:}} 1540:{{ 1485:^ 1446:. 1308:: 1306:}} 1302:{{ 901:? 660:, 521:, 445:. 407:. 351:. 259:: 151:. 2083:. 2040:. 2014:) 2000:. 1982:. 1964:) 1950:. 1932:. 1914:. 1896:) 1882:. 1864:. 1846:) 1842:( 1825:. 1804:. 1786:. 1768:. 1743:. 1717:) 1703:. 1682:) 1668:. 1650:) 1636:. 1618:. 1600:) 1586:. 1568:. 1550:) 1536:. 1518:. 1500:. 1479:. 1461:. 1432:. 1404:. 1379:. 1340:. 1326:) 1319:) 1315:( 1298:. 711:. 664:) 641:( 622:] 617:2 613:n 609:[ 606:O 307:C 277:C 272:= 78:. 20:)

Index

Soft body dynamics
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

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