Real-Time Progressive Cutting of Deformable Objects in Unity 3D with Internal Shape-Preserving Constraints
Source abstract
Abstract
This study discovers a real-time method for simulating progressive cutting in the Unity game engine. The proposed approach utilizes Position-Based Dynamics (PBD) to model deformable objects, making it suitable for applications such as surgical simulation training. Additionally, Unity’s compute buffers are employed to enhance computational efficiency through parallel processing. The cutting simulation operates on the surface mesh of the object, while internal deformations and volume preservation are represented using internal shape-preserving constraints (ISPCs). A series of progressive cutting experiments were conducted on various 3D models to evaluate the performance and accuracy of the algorithm. The results demonstrate that the proposed method achieves visually plausible real-time simulations of cuts.
Source: crossref · Quality: baseline
Research context
OpenAlex topics: 3D Shape Modeling and Analysis · Human Motion and Animation · Computer Graphics and Visualization Techniques
SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.
Affiliations
Department of Software Convergence, Soonchunhyang University, Asan-si 31538, Republic of Korea
Department of Computer Software Engineering, Soonchunhyang University, Asan-si 31538, Republic of Korea
Funding
BK21 FOUR
References (25)
Show source-provided references
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