Physically based animation is a key part of many training simulations and entertainment applications. Given the unavoidable trade-off between high fidelity motion and interactive simulation rates, it is useful to have models and methods that find a good balance and provide a mechanism for selecting an appropriate level of fidelity. In this talk I will present work that explores this trade-off for the physically based simulation of contact, deformation, and articulated structures. I will describe examples such as numerical coarsening of elastic solids, discretization of contact at arbitrary resolutions, and reduced models for compliant structures.
14:00 - 14:30