Elastic deformation is an essential component of animation pipelines. Volumetric soft body simulation can be used to capture the complex details of muscle and skin, e.g. volume preservation under collision/compression. In visual effects, such methods must also be robust to extreme deformation (no numerical blow-ups) and fast enough for interactive manipulation. Moreover, many of the underlying material models are nonlinear and computationally expensive, such as hyper-elastic models for realistic tissue or artistically-defined deformation. Toward these challenges I propose the implementation of a volumetric soft body solver in Blender, that is not only rapid and robust, but is general to hyper-elastic materials. The solver will also be capable of robustly resolving self-collisions and possibly other constraints. This would greatly improve the use of physics in Blender for animation pipelines.

Organization

Student

Matt Overby

Mentors

  • Sebastian Parborg
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2020