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Integrating Mesh and Meshfree Methods for Physics Based Fracture and Debris Cloud Simulation | ||
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the
3rd IEEE/Eurographics Symposium on Point-Based Graphics 2006. Boston,
MA, USA. July 29-30, 2006
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In this paper, we present a textured point-based rendering scheme that takes into account the masking properties of the human visual system. In our system high quality textures are mapped to point-based models. Given one texture, an importance map is first computed using the visual masking tool included in the JPEG2000 standard. This importance map indicates the masking potential of the texture. During runtime, point-based models are simplified and rendered based on this computed importance. In our point simplification method, each point in the model is pre-assigned a random value. During rendering, the pre-assigned value is compared with the preferred local point density (derived from importance) to determine whether this point will be rendered. Our method can achieve coherent simplification for point models.. |
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A stone plate falls onto the ground. The simulation results are rendered using (top row) mesh and spherical particles, and (bottom row) geometric shape reconstruction methods at different time steps (in simulation time). |
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@Inproceedings{Zhang06PBG, |
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Nan Zhang, Xiangmin Zhou, Desong Sha, Xiaoru
Yuan, Kumar K. Tamma and Baoquan Chen, "Integrating Mesh and Meshfree
Methods for Physics BasedFracture and Debris Cloud Simulation."
In Proceeding of the 3rd Eurographics Symposium on Point-Based
Graphics. Pages 145-154, 2006. Download:| paper | (pdf) 3.84 MB | |