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Subspace condensation: full space adaptivity for subspace deformations

Published: 27 July 2015 Publication History

Abstract

Subspace deformable body simulations can be very fast, but can behave unrealistically when behaviors outside the prescribed subspace such as novel external collisions, are encountered. We address this limitation by presenting a fast, flexible new method that allows full space computation to be activated in the neighborhood of novel events while the rest of the body still computes in a subspace. We achieve this using a method we call subspace condensation, a variant on the classic static condensation precomputation. However, instead of a precomputation, we use the speed of subspace methods to perform the condensation at every frame. This approach allows the full space regions to be specified arbitrarily at runtime, and forms a natural two-way coupling with the subspace regions. While condensation is usually only applicable to linear materials, the speed of our technique enables its application to non-linear materials as well. We show the effectiveness of our approach by applying it to a variety of articulated character scenarios.

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cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 34, Issue 4
August 2015
1307 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/2809654
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 27 July 2015
Published in TOG Volume 34, Issue 4

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Author Tags

  1. character simulation
  2. collision resolution
  3. cubature
  4. static condensation
  5. subspace integration

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  • (2024)Near-realtime Facial Animation by Deep 3D Simulation Super-ResolutionACM Transactions on Graphics10.1145/367068743:5(1-20)Online publication date: 9-Aug-2024
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