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虚拟物体上的切割模拟 – 译学馆
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虚拟物体上的切割模拟

Simulating Cuts On Virtual Bodies | Two Minute Papers #164

亲爱的学霸们 这里是Károly Zsolnai-Fehér的两分钟论文
Dear Fellow Scholars, this is Two Minute Papers with Károly Zsolnai-Fehér.
这篇论文是关于计算机图形学研究者最喜欢的事情:
This paper is about the absolute favorite thing of computer graphics researchers: destroying
用最有创意的方式来破坏虚拟物体
virtual objects in the most creative ways.
这是地球唯一一个可以把可变形物体和切割
This is the only place on Earth where words like deformable bodies and cutting can be
相结合并引起人们兴趣的一个领域
used in the same sentence and be delighted about it.
这一次 我们要切割和肢解这些挡路的虚拟物体
This time around, we are going to cut and dismember every virtual object that stands in our way.
当然还不止这些
And then some more.
在这些动画中 我们有一些复杂的3D几何模型 而我们的目标是改变这些几何形状
In these animations, we have complex 3D geometry, and the objective is to change these geometries
使它们的形状在复杂的切割面下仍然保持物理上准确
in a way that remains physically correct even in the presence of complex cut surfaces.
当发生切割动作时 传统的技术通常会删除再复制那些接近切割面
When such a cut happens, traditional techniques typically delete and duplicate parts of the
的几何形状
geometry close to the cut.
这是个高度简化的解决方案 但会导致不准确的结果
This is a heavily simplified solution that leads to inaccurate results.
而其他一些技术试图重建被切割影响的几何形状部分
Other techniques try to rebuild parts of the geometry that are affected by the cut.
图形学研究者们喜欢称这项技术为重新网格化 它通常效果都不错
This is what computer graphics researchers like to call remeshing, and it works quite
但往往需要很长时间的计算
well, but it takes ages to perform.
同时 这种方法还有一些缺点 例如 一些物理量如温度和形变
Also, is still has drawbacks, for instance, quantities like temperature and deformations
也必须转移到新的几何物体上 而这一步的准确实现是比较困难的
also have to be transferred to the new geometry, which is non-trivial to execute properly.
在这篇论文中 提出了一项可以处理很复杂的切割情况
In this work, a new technique is proposed that is able to process really complex cuts
并且不需要创造新的几何物体的新技术
without creating new geometry.
重新网格化的情况不再发生 并且材料的质量和刚性参数
No remeshing takes place, but the mass and stiffness properties of the materials are
也被准确的保持了
retained correctly.
此外 它最大限度的减少了几何处理的开销使它成为一个不仅简单
Also, the fact that it minimizes the geometric processing overhead leads to a not only simpler,
而且高效的解决方法
but a more efficient solution.
在结果中有如此多的视觉细节 我看了这个视频十遍
There is so much visual detail in the results that I could watch this video ten times and
仍然在这里发现一些新东西
still find something new in there.
这视频里还有些恐怖的玩意 比如这个像权利的游戏里的场景一样的实验
There are also some horrifying, Game of Thrones kinda experiments in this footage.
小心!
Watch out!
嗷!
Ouch!
文章中的结果展示部分 以及视频里和之前的方法做的对比
The presentation of the results and the part of the video that compares against a previous
绝对可以称得上是超棒的
technique is absolutely brilliant.
你一定要去看看这个视频
You have to see it.
这篇论文写的很好 一定要去好好看看
The paper is also remarkably well written, make sure to have a look at that too.
链接已经加在视频描述中了
The link is available in the video description.
我真的很想做一个长视频 这样我们可以做一些推导
I am really itching to make some longer videos where we can go into some of these derivations
和建立一个有力的直观理解
and build a strong intuitive understanding of them.
这听起来非常有趣 如果做视频能成为全职工作
That sounds like a ton of fun, and if this could ever become a full time endeavor, I
我会更加热情的开始工作 做更多这样的补充视频
am more than enthused to start doing more and work on bonus videos like that.
如果你喜欢这一集 别忘了点赞和订阅
If you enjoyed this episode, don’t forget to hit the like button and subscribe to the series.
通常情况下 你是否接受一个通知是由YouTube来决定的
Normally, it’s up to YouTube to decide whether you get a notification or not, so make sure
所以一点要点击铃声图标 别错过任何一个两分钟论文视频
to click the bell icon as well to never miss a Two Minute Papers episode.
感谢你的收看和慷慨的支持 下次再见!
Thanks for watching and for your generous support, and I’ll see you next time!

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视频概述

本期两分钟论文介绍了一篇来自德国亚琛工大的SIGGRAPH 2017论文:基于鲁棒的扩充式有限元算法的可变性物体切割

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收集自网络

翻译译者

GraphiCon-origamidance

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豆子

视频来源

https://www.youtube.com/watch?v=R5t74AC6I0A

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