Browsing by Author "Kry, P. G."
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Item Differentiable Depth for Real2Sim Calibration of Soft Body Simulations(Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Arnavaz, K.; Nielsen, M. Kragballe; Kry, P. G.; Macklin, M.; Erleben, K.; Hauser, Helwig and Alliez, PierreIn this work, we present a novel approach for calibrating material model parameters for soft body simulations using real data. We use a fully differentiable pipeline, combining a differentiable soft body simulator and differentiable depth rendering, which permits fast gradient‐based optimizations. Our method requires no data pre‐processing, and minimal experimental set‐up, as we directly minimize the L2‐norm between raw LIDAR scans and rendered simulation states. In essence, we provide the first marker‐free approach for calibrating a soft‐body simulator to match observed real‐world deformations. Our approach is inexpensive as it solely requires a consumer‐level LIDAR sensor compared to acquiring a professional marker‐based motion capture system. We investigate the effects of different material parameterizations and evaluate convergence for parameter optimization in both single and multi‐material scenarios of varying complexity. Finally, we show that our set‐up can be extended to optimize for dynamic behaviour as well.Item Tunable Robustness: An Artificial Contact Strategy with Virtual Actuator Control for Balance(© 2017 The Eurographics Association and John Wiley & Sons Ltd., 2017) Silva, D. B.; Nunes, R. F.; Vidal, C. A.; Cavalcante‐Neto, J. B.; Kry, P. G.; Zordan, V. B.; Chen, Min and Zhang, Hao (Richard)Physically based characters have not yet received wide adoption in the entertainment industry because control remains both difficult and unreliable. Even with the incorporation of motion capture for reference, which adds believability, characters fail to be convincing in their appearance when the control is not robust. To address these issues, we propose a simple Jacobian transpose torque controller that employs virtual actuators to create a fast and reasonable tracking system for motion capture. We combine this controller with a novel approach we call the topple‐free foot strategy which conservatively applies artificial torques to the standing foot to produce a character that is capable of performing with arbitrary robustness. The system is both easy to implement and straightforward for the animator to adjust to the desired robustness, by considering the trade‐off between physical realism and stability. We showcase the benefit of our system with a wide variety of example simulations, including energetic motions with multiple support contact changes, such as capoeira, as well as an extension that highlights the approach coupled with a Simbicon controlled walker. With this work, we aim to advance the state‐of‐the‐art in the practical design for physically based characters that can employ unaltered reference motion (e.g. motion capture data) and directly adapt it to a simulated environment without the need for optimization or inverse dynamics.Physically based characters have not yet received wide adoption in the entertainment industry because control remains both difficult and unreliable. Even with the incorporation of motion capture for reference, which adds believability, characters fail to be convincing in their appearance when the control is not robust. To address these issues, we propose a simple Jacobian transpose torque controller that employs virtual actuators to create a fast and reasonable tracking system for motion capture. We combine this controller with a novel approach we call the topple‐free foot strategy which conservatively applies artificial torques to the standing foot to produce a character that is capable of performing with arbitrary robustness.