Physically-Based Simulation of Objects Represented by Surface Meshes

Matthias Müller, Matthias Teschner, Markus Gross · 2004

Objects and scenes in virtual worlds such as 3-d computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformations or fracture effects require volumetric representations such as tetrahedral meshes. In this paper we propose techniques to generate volumetric meshes dynamically for objects represented by surface meshes allowing the simulation of physical effects such as motion, deformation and fracture.

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