A momentum-based deformation system for granular material

碩士 === 國立東華大學 === 資訊工程學系 === 94 === Computer Graphics animations of natural phenomena enrich the virtual environment and are widely used in movies and video games in recent years. Computer graphics animation often lacks respond when rigid object contacts with granular material. Our main goal is to s...

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Bibliographic Details
Main Authors: Ya-Lun Zeng, 曾亞侖
Other Authors: Wen-Kai Tai
Format: Others
Language:en_US
Published: 2006
Online Access:http://ndltd.ncl.edu.tw/handle/26936567678834246115
Description
Summary:碩士 === 國立東華大學 === 資訊工程學系 === 94 === Computer Graphics animations of natural phenomena enrich the virtual environment and are widely used in movies and video games in recent years. Computer graphics animation often lacks respond when rigid object contacts with granular material. Our main goal is to simulate the interaction between them. In this thesis, we propose a method for the deformation of the ground surface that consists of granular material when it contacts with a rigid body object in motion. Moreover, the motion of the rigid object is also affected due to the collision with the ground surface. The ground surface is represented as a height field and inputted from a height map. Our simulation model can be done by calculating the following steps: updating the motion of object, the collision detection between the rigid object and the ground surface, the distribution of the ground granular material and the deformation of the ground surface. We drop and throw an object on a ground granular material, and the results are simulated according to the properties of the ground granular material and the rigid body object in motion. The main contribution of this thesis is that we present a method to simulate the interaction between the ground granular material and the motion rigid body object. Moreover, a render to texture method is presented to accelerate the ray casting collision detection between the ground surface and the penetrated objects. Our implementation for the method can be simulated at interactive frame rates.