34-Issue 7
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Browsing 34-Issue 7 by Subject "Animation"
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Item Deformable Objects Collision Handling with Fast Convergence(The Eurographics Association and John Wiley & Sons Ltd., 2015) Li, Siwang; Pan, Zherong; Huang, Jin; Bao, Hujun; Jin, Xiaogang; Stam, Jos and Mitra, Niloy J. and Xu, KunWe present a stable and efficient simulator for deformable objects with collisions and contacts. For stability, an optimization derived from the implicit time integrator is solved in each timestep under the inequality constraints coming from collisions. To achieve fast convergence, we extend the MPRGP based solver from handling box constraints only to handling general linear constraints and prove its convergence. This generalization introduces a cost of solving dense linear systems in each step, but these systems can be reduced into diagonal ones for efficiency without affecting the general stability via pruning redundant collisions. Our solver is an order of magnitude faster, especially for elastic objects under large deformation compared with iterative constraint anticipation method (ICA), a typical method for stability. The efficiency, robustness and stability are further verified by our results.Item An Efficient Boundary Handling with a Modified Density Calculation for SPH(The Eurographics Association and John Wiley & Sons Ltd., 2015) Fujisawa, Makoto; Miura, Kenjiro T.; Stam, Jos and Mitra, Niloy J. and Xu, KunWe propose a new boundary handling method for smoothed particle hydrodynamics (SPH). Previous approaches required the use of boundary particles to prevent particles from sticking to the boundary. We address this issue by correcting the fundamental equations of SPH with the integration of a kernel function. Our approach is able to directly handle triangle mesh boundaries without the need for boundary particles.We also show how our approach can be integrated into a position-based fluid framework.Item Geometrically Exact Simulation of Inextensible Ribbon(The Eurographics Association and John Wiley & Sons Ltd., 2015) Shen, Zhongwei; Huang, Jin; Chen, Wei; Bao, Hujun; Stam, Jos and Mitra, Niloy J. and Xu, KunNarrow, inextensible, and naturally flat ribbons have some special and interesting phenomena under isometric deformations. Although a ribbon has a shape between rod and shell, directly applying the geometric representation designed for them imposes a challenge to faithfully reproduce interesting behaviors. We thus parameterize the ribbon surface as a developable ruled surface along its centerline and represent it using a framed centerline curve. Then the elastic and kinetic energy of the ribbon surface can be equivalently yet compactly described by the framed centerline curve only. To avoid numerical singularity when developability is violated, a finite Taylor series approximation to the potential energy is adopted. Under the observation that the off-centerline part of ribbon contributes little dynamic effect, the kinetic energy is simplified with respect to the centerline velocity only. For efficiency, each time step is separated into two stages: dynamically evolving the centerline, and then quasi-statically updating the ruling. We validate the method with qualitative analysis and ribbon specific phenomena comparisons with real-world scenarios. A set of comparisons to rod and shell model is also provided to demonstrate the advantages of our method.Item Interactive Rigging with Intuitive Tools(The Eurographics Association and John Wiley & Sons Ltd., 2015) Bang, Seungbae; Choi, Byungkuk; Ribera, Roger Blanco i; Kim, Meekyoung; Lee, Sung-Hee; Noh, Junyong; Stam, Jos and Mitra, Niloy J. and Xu, KunRigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. The quality of the rig has a key impact on the expressiveness of the character. Creating a usable, rich, production ready rig is a laborious task requiring direct intervention by a trained professional because the goal is difficult to achieve with fully automatic methods. We propose a semi-automatic rigging editing framework which eases the need for manual intervention while maintaining an important degree of control over the final rig. Starting by automatically generated base rig, we provide interactive operations which efficiently configure the skeleton structure and mesh skinning.Item Multi-layer Lattice Model for Real-Time Dynamic Character Deformation(The Eurographics Association and John Wiley & Sons Ltd., 2015) Iwamoto, Naoya; Shum, Hubert P. H.; Yang, Longzhi; Morishima, Shigeo; Stam, Jos and Mitra, Niloy J. and Xu, KunDue to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques to generate primary deformation from skeletal movement, simulating realistic and stable secondary deformation such as jiggling of fats remains challenging. On one hand, traditional volumetric approaches such as the finite element method require higher computational cost and are infeasible for limited hardware such as game consoles. On the other hand, while shape matching based simulations can produce plausible deformation in real-time, they suffer from a stiffness problem in which particles either show unrealistic deformation due to high gains, or cannot catch up with the body movement. In this paper, we propose a unified multi-layer lattice model to simulate the primary and secondary deformation of skeleton-driven characters. The core idea is to voxelize the input character mesh into multiple anatomical layers including the bone, muscle, fat and skin. Primary deformation is applied on the bone voxels with lattice-based skinning. The movement of these voxels is propagated to other voxel layers using lattice shape matching simulation, creating a natural secondary deformation. Our multi-layer lattice framework can produce simulation quality comparable to those from other volumetric approaches with a significantly smaller computational cost. It is best to be applied in real-time applications such as console games or interactive animation creation.Item TightCCD: Efficient and Robust Continuous Collision Detection using Tight Error Bounds(The Eurographics Association and John Wiley & Sons Ltd., 2015) Wang, Zhendong; Tang, Min; Tong, Ruofeng; Manocha, Dinesh; Stam, Jos and Mitra, Niloy J. and Xu, KunWe present a realtime and reliable continuous collision detection (CCD) algorithm between triangulated models that exploits the floating point hardware capability of current CPUs and GPUs. Our formulation is based on Bernstein Sign Classification that takes advantage of the geometry properties of Bernstein basis and Bézier curves to perform Boolean collision queries. We derive tight numerical error bounds on the computations and employ those bounds to design an accurate algorithm using finite-precision arithmetic. Compared with prior floatingpoint CCD algorithms, our approach eliminates all the false negatives and 90-95% of the false positives. We integrated our algorithm (TightCCD) with physically-based simulation system and observe speedups in collision queries of 5-15X compared with prior reliable CCD algorithms. Furthermore, we demonstrate its benefits in terms of improving the performance or robustness of cloth simulation systems.