Abstract
Tearing an elastic object on computer graphics with physical simulation is difficult to get a desired output because of the difficulty of expecting the part where has stress concentration. On the other hand, setting up key frames to all the points on the object, which is completely under control, is complicated and time-consuming work for creators. In this paper, we propose a method to represent a tearing of an elastic object with physical simulation and with a desired output. A creator sets a “tearing surface” where the elastic object is torn along. This simulation works on real-time so that creator can vary parameters such as external force, which allow them a trial and error process. We use Matthias Muller's elastic analysis model for a real-time elastic simulation.
Original language | English |
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Pages (from-to) | 327-335 |
Number of pages | 9 |
Journal | Journal of the Institute of Image Electronics Engineers of Japan |
Volume | 34 |
Issue number | 4 |
DOIs | |
Publication status | Published - Jan 2005 |
All Science Journal Classification (ASJC) codes
- Computer Science (miscellaneous)
- Electrical and Electronic Engineering