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Fredrik Nordfelth

dblp:24/9697 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2011
—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 · 81% Virtual and augmented reality · 19%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › contact simulation
frictional contact
0.112011
Hybrid, Multiresolution Wires with Massless Frictional Contacts · IEEE Trans. Vis. Comput. Graph. 2011
Computer animation and physical simulation
interactive simulation
0.012011
Hybrid, Multiresolution Wires with Massless Frictional Contacts · IEEE Trans. Vis. Comput. Graph. 2011
Virtual and augmented reality
virtual environment
0.012011
Hybrid, Multiresolution Wires with Massless Frictional Contacts · IEEE Trans. Vis. Comput. Graph. 2011

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

quasistatic kinematic constraint · 0.1multiresolution scheme · 0.1dry friction model · 0.1
YearPublicationVenuePosition
2011 Hybrid, Multiresolution Wires with Massless Frictional Contacts
abstract
We describe a method for the visual interactive simulation of wires contacting with rigid multibodies. The physical model used is a hybrid combining lumped elements and massless quasistatic representations. The latter is based on a kinematic constraint preserving the total length of the wire along a segmented path which can involve multiple bodies simultaneously and dry frictional contact nodes used for roping, lassoing, and fastening. These nodes provide stick and slide friction along the edges of the contacting geometries. The lumped element resolution is adapted dynamically based on local stability criteria, becoming coarser as the tension increases, and up to the purely kinematic representation. Kinematic segments and contact nodes are added, deleted, and propagated based on contact geometries and dry friction configurations. The method gives a dramatic increase in both performance and robustness because it quickly decimates superfluous nodes without loosing stability, yet adapts to complex configurations with many contacts and high curvature, keeping a fixed, large integration time step. Numerical results demonstrating the performance and stability of the adaptive multiresolution scheme are presented along with an array of representative simulation examples illustrating the versatility of the frictional contact model.
Martin Servin, Claude Lacoursière, Fredrik Nordfelth, Kenneth Bodin
IEEE Trans. Vis. Comput. Graph.3