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    Please use this identifier to cite or link to this item: http://ir.lib.ncu.edu.tw/handle/987654321/9189


    Title: 以粒子系統及物理模擬為基礎的無網格變形;Meshless Deformation Based on Particle System and Physical Simulation
    Authors: 曾秉鈞;Bing-Jiun Tseng
    Contributors: 資訊工程研究所
    Keywords: 3D物理模擬;3D變形;3D physical simulation;3D deformation
    Date: 2006-06-15
    Issue Date: 2009-09-22 11:42:48 (UTC+8)
    Publisher: 國立中央大學圖書館
    Abstract: 在這本論文中,我們為模擬3D環境中的可變形物體而提出一變形的方法,我們的目標包括:(1) 即時變形效能,(2) 在複雜的場景中仍能維持變形計算的穩定性,及 (3) 易於應用於各種模型。 我們以剛體做為物體變形後復原的形狀,每一個剛體上的點稱做目標點或目標粒子,剛體擁用物理行為並受外力的影響。我們的方法沒有使用模型的網格做為變形的依據。我們是利用粒子系統控制可變形模型的外形。每個粒子與其相對應的目標點之間存在一個力量,將粒子拉回目標點的位置,所以可變形模型最終會回復原來的形狀並在過程中產生變形的樣子。 我們的貢獻包括:(1) 改進記憶體及計算量上的效益,(2) 變形演算法在維持互動式環境的穩定性,及 (3) 具有對各種模型提供“載入即模擬”的特性。 In this paper, we propose a deformation method for modeling non-rigid objects in a game-like environment or 3D virtual environment. The studying goals include: (1) providing high-speed run-time performance, (2) maintaining the stability of deformation computation in a complex scene, and (3) deploying all kinds of models to our approach easily. We use a rigid body to maintain the shape of a model; a point on a rigid body is called a goal position or goal particle. A rigid body has physical behaviors and is affected by external forces. We use particle system to control the appearance of a deformable object. There forces among particles and its corresponding goal positions to pull the particles back, so the deformable object will finally return to its original shape and make deformed appearance. Our contributions include: (1) improving the efficiency in terms of memory and computational complexity, and (2) maintaining the stability of the dynamic simulation, for games and interactive applications, and (3) "plug and simulate" characteristic to handle a large variety of objects.
    Appears in Collections:[Graduate Institute of Computer Science and Information Engineering] Electronic Thesis & Dissertation

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