Skip to main content

A Simple Method for Real-Time Metal Shell Simulation

  • Conference paper
Motion in Games (MIG 2011)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 7060))

Included in the following conference series:

  • 1459 Accesses

Abstract

Realistic animation and rendering of the metal shell is an important aspect for movies, video games and other simulators. Usually this is handled by FEM method, which requires extremely high computational cost due to solving the stiffness matrix. We now propose a trick that could smartly avoid the large scale computation required by FEM, and could still generate visually convincing images of metal shell. We do so by first partitioning the shell into k rigid sub-shells that evolve independently during impact, before using a simple spring-mass model is applied between each adjacent vertex to retain continuity of the shell. This technique could produce realistically looking deformed rigid shells in real-time and can easily be integrated in any game engine and physics engine.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Chadwick, J.E., Haumann, D.R., Parent, R.E.: Layered construction for deformable animated characters. In: Proc. of SIGGRAPH 1989, New York, NY, USA, pp. 243–252 (1989)

    Google Scholar 

  2. Fernandes, J.L.M., Martins, P.A.F.: All-hexahedral remeshing for the finite element analysis of metal forming processes. J. Finite Elements in Analysis and Design 43(8), 666–679 (2007)

    Article  Google Scholar 

  3. Moore., M., Wilhelms, J.: Collision detection and response for computer animation. In: Proc. of SIGGRAPH 1988, New York, NY, USA, pp. 289–298 (1988)

    Google Scholar 

  4. Mamalis, A.G., Horvah, M., Branis, A.S., Manolakos, D.E.: Finite element simulation of chip formation in orthogonal metal cutting. J. Materials Processing Technology 110(1), 19–27 (2001)

    Article  Google Scholar 

  5. Miller, G.S.P.: The motion dynamics of snakes and worms. In: Proc. of SIGGRAPH 1988, New York, NY, USA, pp. 169–173 (1988)

    Google Scholar 

  6. Mller, M., McMillan, L., Dorsey, J., Jagnow, R.: Real-time simulation of deformation and fracture of stiff materials. In: Proceedings of the Eurographic Workshop on Computer Animation and Simulation, New York, NY, USA, pp. 113–124 (2011)

    Google Scholar 

  7. O’Brien, J.F., Bargteil, A.W., Hodgins, J.K.: Graphical modeling and animation of ductile fracture. In: Proc. of SIGGRAPH 2002, New York, NY, USA, pp. 291–294 (2002)

    Google Scholar 

  8. O’Brien, J.F., Hodgins, J.K.: Graphical modeling and animation of brittle fracture. In: Proc. of SIGGRAPH 1999, New York, NY, USA, pp. 137–146 (1999)

    Google Scholar 

  9. Parker, R.G., O’Brien, J.F.: Real-time deformation and fracture in a game environment. In: Proc. of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA 2009), New York, NY, USA, pp. 165–175 (2009)

    Google Scholar 

  10. Platt, S.M., Badler, N.I.: Animating facial expressions. In: Proc. of SIGGRAPH 1981, New York, NY, USA, pp. 245–252 (1981)

    Google Scholar 

  11. Rodrigues, T., Pires, R., Dias, J.M.S.: D4MD: deformation system for a vehicle simulation game. In: Advances in Computer Entertainment Technology, pp. 330–333 (2005)

    Google Scholar 

  12. Shlafman, S., Tal, A., Katz, S.: Metamorphosis of polyhedral surfaces using decomposition. Eurographics Proceedings (CGF) 22(3), 219–228 (2002)

    Google Scholar 

  13. Tu, X., Terzopoulos, D.: Artificial fishes: physics, locomotion, perception, behavior. In: Proc. of SIGGRAPH 1994, New York, NY, USA, pp. 43–50 (1994)

    Google Scholar 

  14. Terzopoulos, D., Waters, K.: Physically-based facial modeling, analysis, and animation. J. Journal of Visualization and Computer Animation 12, 73–80 (1990)

    Article  Google Scholar 

  15. Van Den Bergen, G.: Efficient collision detection of complex deformable models using AABB trees. J. Graph. Tools 2(4), 1–13 (1998)

    Article  MATH  Google Scholar 

  16. Van Den Bergen, G.: A fast and robust GJK implementation for collision detection of convex objects. J. Graph. Tools 4(2), 7–25 (1999)

    Article  MathSciNet  Google Scholar 

  17. Waters, K.: A muscle model for animation three dimensional facial expression. In: Proc. of SIGGRAPH 1987, New York, NY, USA, pp. 17–24 (1987)

    Google Scholar 

  18. Waters, K., Terzopoulos, D.: Modelling and animating faces using scanned data. J. Visualization and Computer Animation 2(4), 123–128 (1990)

    Article  Google Scholar 

  19. Yun, Z.X., Long, J.X., Guo, Q.W., Zhi, G.Y.: Vehicle crash accident reconstruction based on the analysis 3D deformation of the auto-body. J. Advances in Engineering Software 39(6), 459–465 (2008)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Dong, Z., Liu, S., Ou, Y., Zheng, Y. (2011). A Simple Method for Real-Time Metal Shell Simulation. In: Allbeck, J.M., Faloutsos, P. (eds) Motion in Games. MIG 2011. Lecture Notes in Computer Science, vol 7060. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-25090-3_19

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-25090-3_19

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-25089-7

  • Online ISBN: 978-3-642-25090-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics