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Sebastian Burke

dblp:10/8294 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 50% Geometric modeling and processing · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › deformable body simulation
elastoplasticity simulation
0.112010
Dynamic local remeshing for elastoplastic simulation · ACM Trans. Graph. 2010
Geometric modeling and processing
mesh processing
0.112010
Dynamic local remeshing for elastoplastic simulation · ACM Trans. Graph. 2010

Methods — techniques the papers use, named apart from their topics

tetrahedral meshing · 0.1finite element method · 0.1
YearPublicationVenuePosition
2010 Dynamic local remeshing for elastoplastic simulation
abstract
We propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially reshaped by plastic flow, fracture, or large elastic deformations. To mitigate artificial plasticity, we maintain a simulation mesh in both the current state and the rest shape, and store plastic offsets only to represent the non-embeddable portion of the plastic deformation. To maintain high element quality in a tetrahedral mesh undergoing gross changes, we use a dynamic meshing algorithm that attempts to replace as few tetrahedra as possible, and thereby limits the visual artifacts and artificial diffusion that would otherwise be introduced by repeatedly remeshing the domain from scratch. Our dynamic mesher also locally refines and coarsens a mesh, and even creates anisotropic tetrahedra, wherever a simulation requests it. We illustrate these features with animations of elastic and plastic behavior, extreme deformations, and fracture.
Martin Wicke, Daniel Ritchie 0001, Bryan Matthew Klingner, Sebastian Burke, Jonathan Richard Shewchuk, James F. O'Brien
ACM Trans. Graph.4