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Going further with vertex block descentComputer Animation and Virtual Worlds (CAVW) Volume 36, Number 3, pages e70039, June 2025 Abstract: Vertex Block Descent (VBD) is a fast and robust method for the real-time simulation of deformable objects using the finite element method. Originally, the method was designed for the popular linear tetrahedral elements. However, these elements have low accuracy and introduce locking artifacts. In this context, we propose an extension of VBD to: (i) support any isoparametric elements and shape function orders; (ii) improve its performance even for high-order elements; and (iii) enhance convergence through the use of sub-stepping. Overall, using other types of elements enables more accurate results while maintaining a computational cost comparable to linear tetrahedra. Keywords: FEM; GPU; high-order elements; physically-based simulation; real-time simulation; Vertex Block Descent (VBD) BibTex references@Article{SaillantAl25, author = {Saillant, B. and Zara, F. and Jaillet, F. and Damiand, G.}, title = {Going further with vertex block descent}, journal = {Computer Animation and Virtual Worlds (CAVW)}, publisher = {Wiley}, volume = {36}, number = {3}, pages = {e70039}, month = {June}, year = {2025}, keywords = {FEM; GPU; high-order elements; physically-based simulation; real-time simulation; Vertex Block Descent (VBD)}, url = {https://doi.org/10.1002/cav.70039} } Image [Retour] |