Simulating visual geometry.

MiG '16: Motion In Games Burlingame California October, 2016(2016)

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摘要
In computer graphics, simulated objects typically have two or three different representations, a visual mesh, a simulation mesh and a collection of convex shapes for collision handling. Using multiple representations requires skilled authoring and complicates object handing at run time. It can also produce visual artifacts such as a mismatch of collision behavior and visual appearance. The reason for using multiple representation has been performance restrictions in real time environments. However, for virtual worlds, we believe that the ultimate goal must be WYSIWYS -- what you see is what you simulate, what you can manipulate, what you can touch. In this paper we present a new method that uses the same representation for simulation and collision handling and an almost identical visualization mesh. This representation is very close and directly derived from a visual input mesh which does not have to be prepared for simulation but can be non-manifold, non-conforming and self-intersecting.
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