论文标题
在高性能虚拟现实中逐渐撕裂和切割软体型
Progressive tearing and cutting of soft-bodies in high-performance virtual reality
论文作者
论文摘要
我们提出了一种算法,该算法允许用户在虚拟环境中执行实时的不受限制的切割或连续的眼泪,即在高性能10ms的可变形操纵和软体体网格模型上进行渐进的,连续的断裂。为了重现不同物理原始材料(例如海绵,硬组织或软组织)的现实结果,我们通过粒子系统在线性混合皮肤模型的顶部进行了层次的粒子系统结合。我们的框架允许模拟现实的,手术级的剪裁和连续的眼泪,在医疗VR培训的背景下尤其有价值。为了在VR中实现高性能,我们的算法基于操纵网格上的欧几里得几何谓词,而无需进行任何特定模型预处理。这项工作的贡献在于以下事实:当前的框架支持类似的模型撕裂,要么不在实时高性能中运行,要么仅适用于预定义的泪水。提出的框架允许用户以10毫秒的连续方式自由切割或撕裂3D网格模型,同时保留其软体型行为和/或允许进一步的动画。
We present an algorithm that allows a user within a virtual environment to perform real-time unconstrained cuts or consecutive tears, i.e., progressive, continuous fractures on a deformable rigged and soft-body mesh model in high-performance 10ms. In order to recreate realistic results for different physically-principled materials such as sponges, hard or soft tissues, we incorporate a novel soft-body deformation, via a particle system layered on-top of a linear-blend skinning model. Our framework allows the simulation of realistic, surgical-grade cuts and continuous tears, especially valuable in the context of medical VR training. In order to achieve high performance in VR, our algorithms are based on Euclidean geometric predicates on the rigged mesh, without requiring any specific model pre-processing. The contribution of this work lies on the fact that current frameworks supporting similar kinds of model tearing, either do not operate in high-performance real-time or only apply to predefined tears. The framework presented allows the user to freely cut or tear a 3D mesh model in a consecutive way, under 10ms, while preserving its soft-body behaviour and/or allowing further animation.