Open Access BASE2007

Interactive cutting of finite elements based deformable objects in virtual environments

Abstract

There is a wide range of virtual reality (VR) applications that benefit from physically based modeling, such as assembly simulation, robotics, training and teaching (e.g., medical, military, sports) and entertainment. The dynamics of rigid bodies is well understood and several open source as well as commercial physics engines supporting articulated rigid bodies and particle systems are available. On the other hand, the simulation of deformable bodies is an objective of current research. The main application areas of deformable objects simulation in computer graphics and VR are the simulation of cloth and medical simulation. The challenge of VR applications is the real time simulation requirement. The raising computational power of the last decades allowed for adapting selected methods known from engineering sciences for interactive simulation. The simulation of cutting is especially challenging though, as most methods suffer from both performance and stability issues. Although a number of approaches have been presented over the last decade, the problem has not been solved satisfyingly, yet. This thesis presents methods for an interactive simulation of finite elements based deformable objects as used, e.g., in VR surgical simulators. The main objectives of such simulators are stability and performance of the employed methods allowing for an interactive object manipulation including topological changes in real time. A novel method for interactive cutting of deformable objects in virtual environments is presented. The key to this method is the usage of the extended finite elements method (XFEM). The XFEM can effectively model discontinuities within an FEM mesh without creating new mesh elements and thus minimizing the impact on the performance of the simulation. The XFEM can be applied to advanced constitutive models used for the interactive simulation of large deformations. Moreover, an analysis of mass lumping techniques, showing that the stability of the simulation is guaranteed even when small portions of the ...

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