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1.
An Adaptive Contact Model for the Robust Simulation of Knots 总被引:2,自引:0,他引:2
In this paper, we present an adaptive model for dynamically deforming hyper‐elastic rods. In contrast to existing approaches, adaptively introduced control points are not governed by geometric subdivision rules. Instead, their states are determined by employing a non‐linear energy‐minimization approach. Since valid control points are computed instantaneously, post‐stabilization schemes are avoided and the stability of the dynamic simulation is improved. Due to inherently complex contact configurations, the simulation of knot tying using rods is a challenging task. In order to address this problem, we combine our adaptive model with a robust and accurate collision handling method for elastic rods. By employing our scheme, complex knot configurations can be simulated in a physically plausible way. 相似文献
2.
We present a general method to intuitively create a wide range of locomotion controllers for 3D legged characters. The key of our approach is the assumption that efficient locomotion can exploit the natural vibration modes of the body, where these modes are related to morphological parameters such as the shape, size, mass, and joint stiffness. The vibration modes are computed for a mechanical model of any 3D character with rigid bones, elastic joints, and additional constraints as desired. A small number of vibration modes can be selected with respect to their relevance to locomotion patterns and combined into a compact controller driven by very few parameters. We show that these controllers can be used in dynamic simulations of simple creatures, and for kinematic animations of more complex creatures of a variety of shapes and sizes. 相似文献
3.
Textured Liquids based on the Marker Level Set 总被引:1,自引:0,他引:1
In this work we propose a new Eulerian method for handling the dynamics of a liquid and its surface attributes (for example its color). Our approach is based on a new method for interface advection that we term the Marker Level Set (MLS). The MLS method uses surface markers and a level set for tracking the surface of the liquid, yielding more efficient and accurate results than popular methods like the Particle Level Set method (PLS). Another novelty is that the surface markers allow the MLS to handle non-diffusively surface texture advection, a rare capability in the realm of Eulerian simulation of liquids. We present several simulations of the dynamical evolution of liquids and their surface textures. 相似文献
4.
Point clusters occur in both spatial and non-spatial data. In the former context they may represent segmented particle data, in the latter context they may represent clusters in scatterplots. In order to visualize such point clusters, enclosing surfaces lead to much better comprehension than pure point renderings.
We propose a flexible system for the generation of enclosing surfaces for 3D point clusters. We developed a GPU-based 3D discrete Voronoi diagram computation that supports all surface extractions. Our system provides three different types of enclosing surfaces. By generating a discrete distance field to the point cluster and extracting an isosurface from the field, an enclosing surface with any distance to the point cluster can be generated. As a second type of enclosing surfaces, a hull of the point cluster is extracted. The generation of the hull uses a projection of the discrete Voronoi diagram of the point cluster to an isosurface to generate a polygonal surface. Generated hulls of non-convex clusters are also non-convex. The third type of enclosing surfaces can be created by computing a distance field to the hull and extracting an isosurface from the distance field. This method exhibits reduced bumpiness and can extract surfaces arbitrarily close to the point cluster without losing connectedness.
We apply our methods to the visualization of multidimensional spatial and non-spatial data. Multidimensional clusters are extracted and projected into a 3D visual space, where the point clusters are visualized. The respective clusters can also be visualized in object space when dealing with multidimensional particle data. 相似文献
We propose a flexible system for the generation of enclosing surfaces for 3D point clusters. We developed a GPU-based 3D discrete Voronoi diagram computation that supports all surface extractions. Our system provides three different types of enclosing surfaces. By generating a discrete distance field to the point cluster and extracting an isosurface from the field, an enclosing surface with any distance to the point cluster can be generated. As a second type of enclosing surfaces, a hull of the point cluster is extracted. The generation of the hull uses a projection of the discrete Voronoi diagram of the point cluster to an isosurface to generate a polygonal surface. Generated hulls of non-convex clusters are also non-convex. The third type of enclosing surfaces can be created by computing a distance field to the hull and extracting an isosurface from the distance field. This method exhibits reduced bumpiness and can extract surfaces arbitrarily close to the point cluster without losing connectedness.
We apply our methods to the visualization of multidimensional spatial and non-spatial data. Multidimensional clusters are extracted and projected into a 3D visual space, where the point clusters are visualized. The respective clusters can also be visualized in object space when dealing with multidimensional particle data. 相似文献
5.
Adaptive Caustic Maps Using Deferred Shading 总被引:1,自引:0,他引:1
Caustic maps provide an interactive image-space method to render caustics, the focusing of light via reflection and refraction. Unfortunately, caustic mapping suffers problems similar to shadow mapping: aliasing from poor sampling and map projection as well as temporal incoherency from frame-to-frame sampling variations. To reduce these problems, researchers have suggested methods ranging from caustic blurring to building a multiresolution caustic map. Yet these all require a fixed photon sampling, precluding the use of importance-based photon densities. This paper introduces adaptive caustic maps. Instead of densely sampling photons via a rasterization pass, we adaptively emit photons using a deferred shading pass. We describe deferred rendering for refractive surfaces, which speeds rendering of refractive geometry up to 25% and with adaptive sampling speeds caustic rendering up to 200%. These benefits are particularly noticable for complex geometry or using millions of photons. While developed for a GPU rasterizer, adaptive caustic map creation can be performed by any renderer that individually traces photons, e.g., a GPU ray tracer. 相似文献
6.
We present a simulation system that can simulate a three-dimensional urban model over time. The main novelty of our approach is that we do not rely on land-use simulation on a regular grid, but instead build a complete and inherently geometric simulation that includes exact parcel boundaries, streets of arbitrary orientation, street widths, 3D street geometry, building footprints, and 3D building envelopes. The second novelty is the fast simulation time and user interaction at interactive speed of about 1 second per time step. 相似文献
7.
The goal of this paper is to enable the interactive simulation of phenomena such as animated fluid characters. While full 3D fluid solvers achieve this with control algorithms, these 3D simulations are usually too costly for real‐time environments. In order to achieve our goal, we reduce the problem from a three‐ to a two‐dimensional one, and make use of the shallow water equations to simulate surface waves that can be solved very efficiently. In addition to a low runtime cost, stability is likewise crucial for interactive applications. Hence, we make use of an implicit time integration scheme to obtain a robust solver. To ensure a low energy dissipation, we apply an Implicit Newmark time integration scheme. We propose a general formulation of the underlying equations that is tailored towards the use with an Implicit Newmark integrator. Furthermore, we gain efficiency by making use of a direct solver. Due to the generality of our formulation, the fluid simulation can be coupled interactively with arbitrary external forces, such as forces caused by inertia or collisions. We will discuss the properties of our algorithm, and demonstrate its robustness with simulations on strongly deforming meshes. 相似文献
8.
Human facial gestures often exhibit such natural stochastic variations as how often the eyes blink, how often the eyebrows and the nose twitch, and how the head moves while speaking. The stochastic movements of facial features are key ingredients for generating convincing facial expressions. Although such small variations have been simulated using noise functions in many graphics applications, modulating noise functions to match natural variations induced from the affective states and the personality of characters is difficult and not intuitive. We present a technique for generating subtle expressive facial gestures (facial expressions and head motion) semi‐automatically from motion capture data. Our approach is based on Markov random fields that are simulated in two levels. In the lower level, the coordinated movements of facial features are captured, parameterized, and transferred to synthetic faces using basis shapes. The upper level represents independent stochastic behavior of facial features. The experimental results show that our system generates expressive facial gestures synchronized with input speech. 相似文献
9.
Miguel A. Otaduy Rasmus Tamstorf Denis Steinemann Markus Gross 《Computer Graphics Forum》2009,28(2):559-568
We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of heterogeneous objects, all in a unified manner. We achieve dynamicsawareness through a constrained dynamics formulation with implicit complementarity constraints, and we present two major contributions that enable an efficient solution of the constrained dynamics problem: a time stepping algorithm that robustly ensures non-penetration and progressively refines the formulation of constrained dynamics, and a new solver for large mixed linear complementarity problems, based on iterative constraint anticipation. We show the application of our algorithm in challenging scenarios such as multi-layered cloth moving at high velocities, or colliding deformable solids simulated with large time steps. 相似文献
10.
In this paper, we propose an online motion capture marker labeling approach for multiple interacting articulated targets. Given hundreds of unlabeled motion capture markers from multiple articulated targets that are interacting each other, our approach automatically labels these markers frame by frame, by fitting rigid bodies and exploiting trained structure and motion models. Advantages of our approach include: 1) our method is an online algorithm, which requires no user interaction once the algorithm starts. 2) Our method is more robust than traditional the closest point-based approaches by automatically imposing the structure and motion models. 3) Due to the use of the structure model which encodes the rigidity of each articulated body of captured targets, our method can recover missing markers robustly. Our approach is efficient and particularly suited for online computer animation and video game applications. 相似文献
11.
A Semi-Lagrangian CIP Fluid Solver without Dimensional Splitting 总被引:1,自引:0,他引:1
In this paper, we propose a new constrained interpolation profile (CIP) method that is stable and accurate but requires less amount of computation compared to existing CIP‐based solvers. CIP is a high‐order fluid advection solver that can reproduce rich details of fluids. It has third‐order accuracy but its computation is performed over a compact stencil. These advantageous features of CIP are, however, diluted by the following two shortcomings: (1) CIP contains a defect in the utilization of the grid data, which makes the method suitable only for simulations with a tight CFL restriction; and (2) CIP does not guarantee unconditional stability. There have been several attempts to fix these problems in CIP, but they have been only partially successful. The solutions that fixed both problems ended up introducing other undesirable features, namely increased computation time and/or reduced accuracy. This paper proposes a novel modification of the original CIP method that fixes all of the above problems without increasing the computational load or reducing the accuracy. Both quantitative and visual experiments were performed to test the performance of the new CIP in comparison to existing fluid solvers. The results show that the proposed method brings significant improvements in both accuracy and speed. 相似文献
12.
We present a new Eulerian-Lagrangian method for physics-based simulation of fluid flow, which includes automatic generation of sub-scale spray and bubbles. The Marker Level Set method is used to provide a simple geometric criterion for free marker generation. A filtering method, inspired from Weber number thresholding, further controls the free marker generation (in a physics-based manner). Two separate models are used, one for sub-scale droplets, the other for sub-scale bubbles. Droplets are evolved in a Newtonian manner, using a density-extension drag force field, while bubbles are evolved using a model based on Stokes' Law. We show that our model for sub-scale droplet and bubble dynamics is simple to couple with a full (macro-scale) Navier-Stokes two-phase flow model and is quite powerful in its applications. Our animations include coarse grained multiphase features interacting with fine scale multiphase features. 相似文献
13.
D. Kravtsov O. Fryazinov V. Adzhiev A. Pasko P. Comninos 《Computer Graphics Forum》2010,29(1):128-140
In this paper, we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid-modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. We model the interaction between an animated mesh object and a viscoelastic substance, which is normally represented in an implicit form. Our approach is aimed at achieving verisimilitude rather than physically based simulation. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented. 相似文献
14.
In this paper, we propose a new method to efficiently synthesize character motions that involve close contacts such as wearing a T-shirt, passing the arms through the strings of a knapsack, or piggy-back carrying an injured person. We introduce the concept of topology coordinates, in which the topological relationships of the segments are embedded into the attributes. As a result, the computation for collision avoidance can be greatly reduced for complex motions that require tangling the segments of the body. Our method can be combinedly used with other prevalent frame-based optimization techniques such as inverse kinematics. 相似文献
15.
We introduce image-space radiosity and a hierarchical variant as a method for interactively approximating diffuse indirect illumination in fully dynamic scenes. As oft observed, diffuse indirect illumination contains mainly low-frequency details that do not require independent computations at every pixel. Prior work leverages this to reduce computation costs by clustering and caching samples in world or object space. This often involves scene preprocessing, complex data structures for caching, or wasted computations outside the view frustum. We instead propose clustering computations in image space, allowing the use of cheap hardware mipmapping and implicit quadtrees to allow coarser illumination computations. We build on a recently introduced multiresolution splatting technique combined with an image-space lightcut algorithm to intelligently choose virtual point lights for an interactive, one-bounce instant radiosity solution. Intelligently selecting point lights from our reflective shadow map enables temporally coherent illumination similar to results using more than 4096 regularly-sampled VPLs. 相似文献
16.
Plasmas are ubiquitous in the Universe. An understanding of plasma phenomena is therefore of importance in almost every area of astrophysics, from stellar atmospheres to star clusters. Plasmas also occur in daily life both in industrial processes and in consumer products. Recent groundbreaking data is making this the golden age of plasma science. Although direct observations and analysis of data provide important physical evidence for plasma phenomena, they do not necessarily explain the phenomena. Hence, recent discoveries in this area might not only arise out of observations, but also from visual simulations of the phenomena supported by advanced rendering technologies. This report describes the state of art of such simulations, and examines practical issues often overlooked in the literature. Educational and public outreach applications are also discussed. Although the emphasis is on the predictive rendering of plasma processes, the simulation guidelines and trade-offs addressed in this report can be extended to other types of natural phenomena. The report closes with a discussion of further avenues of research involving the visual simulation of plasma phenomena. 相似文献
17.
Fluid animations in computer graphics show interactions with various kinds of objects. However, fluid flowing through a granular material such as sand is still not possible within current frameworks. In this paper, we present the simulation of fine granular materials interacting with fluids. We propose a unified Smoothed Particle Hydrodynamics framework for the simulation of both fluid and granular material. The granular volume is simulated as a continuous material sampled by particles. By incorporating previous work on porous flow in this simulation framework we are able to fully couple fluid and sand. Fluid can now percolate between sand grains and influence the physical properties of the sand volume. Our method demonstrates various new effects such as dry soil transforming into mud pools by rain or rigid sand structures being eroded by waves. 相似文献
18.
Abhijeet Ghosh Tongbo Chen Pieter Peers Cyrus A. Wilson Paul Debevec 《Computer Graphics Forum》2009,28(4):1161-1170
This paper presents a novel method for estimating specular roughness and tangent vectors, per surface point, from polarized second order spherical gradient illumination patterns. We demonstrate that for isotropic BRDFs, only three second order spherical gradients are sufficient to robustly estimate spatially varying specular roughness. For anisotropic BRDFs, an additional two measurements yield specular roughness and tangent vectors per surface point. We verify our approach with different illumination configurations which project both discrete and continuous fields of gradient illumination. Our technique provides a direct estimate of the per-pixel specular roughness and thus does not require off-line numerical optimization that is typical for the measure-and-fit approach to classical BRDF modeling. 相似文献
19.
An increasing number of projects have examined the perceptual magnitude of visible artifacts in animated motion. These studies have been performed using a mix of character types, from detailed human models to abstract geometric objects such as spheres. We explore the extent to which character morphology influences user sensitivity to errors in a fixed set of ballistic motions replicated on three different character types. We find user sensitivity responds to changes in error type or magnitude in a similar manner regardless of character type, but that users display a higher sensitivity to some types of errors when these errors are displayed on more human‐like characters. Further investigation of those error types suggests that being able to observe a period of preparatory motion before the onset of ballistic motion may be important. However, we found no evidence to suggest that a mismatch between the preparatory phase and the resulting ballistic motion was responsible for the higher sensitivity to errors that was observed for the most humanlike character. 相似文献
20.
Many data‐driven animation techniques are capable of producing high quality motions of human characters. Few techniques, however, are capable of generating motions that are consistent with physically simulated environments. Physically simulated characters, in contrast, are automatically consistent with the environment, but their motions are often unnatural because they are difficult to control. We present a model‐predictive controller that yields natural motions by guiding simulated humans toward real motion data. During simulation, the predictive component of the controller solves a quadratic program to compute the forces for a short window of time into the future. These forces are then applied by a low‐gain proportional‐derivative component, which makes minor adjustments until the next planning cycle. The controller is fast enough for interactive systems such as games and training simulations. It requires no precomputation and little manual tuning. The controller is resilient to mismatches between the character dynamics and the input motion, which allows it to track motion capture data even where the real dynamics are not known precisely. The same principled formulation can generate natural walks, runs, and jumps in a number of different physically simulated surroundings. 相似文献