Regularized Kelvinlets: Sculpting Brushes based on Fundamental Solutions of Elasticity Fernando de Goes, Doug L. James May 2017 We introduce a new technique for real-time physically based volume sculpting of virtual elastic materials. Our formulation is based on the elastic response to localized force distributions associated with common modeling primitives such as grab, scale, twist, and pinch. The resulting brush-like displacements correspond to the regularization of fundamental solutions ... more Paper (PDF) Video: Regularized Kelvinlets Video: Additional example with ~2M triangles Additional materials: [gradDerivation.pdf], [multiScaleDerivation.pdf] SIGGRAPH 2017 Available as Pixar Technical Memo #17-03 | |
Dynamic Kelvinlets: Secondary Motions based on Fundamental Solutions of Elastodynamics Fernando de Goes, Doug L. James May 2018 We introduce Dynamic Kelvinlets, a new analytical technique for real-time physically based animation of virtual elastic materials. Our formulation is based on the dynamic response to time-varying force distributions applied to an infinite elastic medium. The resulting displacements provide the plausibility of volumetric elasticity, the dynamics of compressive and shear ... more Paper (PDF) Video Additional materials: [code.zip], [suppl.zip] Available as Pixar Technical Memo #18-05 | |
Sharp Kelvinlets: Elastic Deformations with Cusps and Localized Falloffs Fernando de Goes, Doug L. James July 2019 In this work, we present an extension of the regularized Kelvin-let technique suited to non-smooth, cusp-like edits. Our approach is based on a novel multi-scale convolution scheme that layers Kelvinlet deformations into a finite but spiky solution, thus offering physically based volume sculpting with sharp falloff profiles. We also show ... more Paper (PDF) Video Additional materials: [code.zip] | |
Phong Deformation: A better C0 interpolant for embedded deformation Doug L. James July 2020 Physics-based simulations of deforming tetrahedral meshes are widely used to animate detailed embedded geometry. Unfortunately most practitioners still use linear interpolation (or other low-order schemes) on tetrahedra, which can produce undesirable visual artifacts, e.g., faceting and shading artifacts, that necessitate increasing the simulation's spatial resolution and, unfortunately, cost. In this paper, ... more Paper (PDF) Video |