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Physically Based Deformable Models in Computer Graphics
- EUROGRAPHICS 2005 STAR – STATE OF THE ART REPORT
, 2005
"... Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motio ..."
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Cited by 164 (3 self)
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Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, meshfree methods, coupled particle systems and reduced deformable models based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research.
Position Based Dynamics
, 2006
"... The most popular approaches for the simulation of dynamic systems in computer graphics are force based. Internal and external forces are accumulated from which accelerations are computed based on Newton’s second law of motion. A time integration method is then used to update the velocities and final ..."
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Cited by 82 (2 self)
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The most popular approaches for the simulation of dynamic systems in computer graphics are force based. Internal and external forces are accumulated from which accelerations are computed based on Newton’s second law of motion. A time integration method is then used to update the velocities and finally the positions of the object. A few simulation methods (most rigid body simulators) use impulse based dynamics and directly manipulate velocities. In this paper we present an approach which omits the velocity layer as well and immediately works on the positions. The main advantage of a position based approach is its controllability. Overshooting problems of explicit integration schemes in force based systems can be avoided. In addition, collision constraints can be handled easily and penetrations can be resolved completely by projecting points to valid locations. We have used the approach to build a real time cloth simulator which is part of a physics software library for games. This application demonstrates the strengths and benefits of the method.
Capturing and Animating Skin Deformation in Human Motion
"... During dynamic activities, the surface of the human body moves in many subtle but visually significant ways: bending, bulging, jiggling, and stretching. We present a technique for capturing and animating those motions using a commercial motion capture system and approximately 350 markers. Although ..."
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Cited by 68 (2 self)
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During dynamic activities, the surface of the human body moves in many subtle but visually significant ways: bending, bulging, jiggling, and stretching. We present a technique for capturing and animating those motions using a commercial motion capture system and approximately 350 markers. Although the number of markers is significantly larger than that used in conventional motion capture, it is only a sparse representation of the true shape of the body. We supplement this sparse sample with a detailed, actor-specific surface model. The motion of the skin can then be computed by segmenting the markers into the motion of a set of rigid parts and a residual deformation (approximated first as a quadratic transformation and then with radial basis functions). We demonstrate the power of this approach by capturing flexing muscles, high frequency motions, and abrupt decelerations on several actors. We compare these results both to conventional motion capture and skinning and to synchronized video of the actors.
PriMo: Coupled Prisms for Intuitive Surface Modeling
, 2006
"... We present a new method for 3D shape modeling that achieves intuitive and robust deformations by emulating physically plausible surface behavior inspired by thin shells and plates. The surface mesh is embedded in a layer of volumetric prisms, which are coupled through non-linear, elastic forces. To ..."
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Cited by 65 (9 self)
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We present a new method for 3D shape modeling that achieves intuitive and robust deformations by emulating physically plausible surface behavior inspired by thin shells and plates. The surface mesh is embedded in a layer of volumetric prisms, which are coupled through non-linear, elastic forces. To deform the mesh, prisms are rigidly transformed to satisfy user constraints while minimizing the elastic energy. The rigidity of the prisms prevents degenerations even under extreme deformations, making the method numerically stable. For the underlying geometric optimization we employ both local and global shape matching techniques. Our modeling framework allows for the specification of various geometrically intuitive parameters that provide control over the physical surface behavior. While computationally more involved than previous methods, our approach significantly improves robustness and simplifies user interaction for large, complex deformations.
Fast proximity computation among deformable models using discrete Voronoi diagrams
- ACM TRANS. GRAPH. (PROC ACM SIGGRAPH
, 2006
"... We present novel algorithms to perform collision and distance queries among multiple deformable models in dynamic environments. These include inter-object queries between different objects as well as intra-object queries. We describe a unified approach to compute these queries based on N-body dist ..."
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Cited by 46 (9 self)
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We present novel algorithms to perform collision and distance queries among multiple deformable models in dynamic environments. These include inter-object queries between different objects as well as intra-object queries. We describe a unified approach to compute these queries based on N-body distance computation and use properties of the 2 nd order discrete Voronoi diagram to perform N-body culling. Our algorithms involve no preprocessing and also work well on models with changing topologies. We can perform all proximity queries among complex deformable models consisting of thousands of triangles in a fraction of a second on a high-end PC. Moreover, our Voronoi-based culling algorithm can improve the performance of separation distance and penetration queries by an order of magnitude.
Fast viscoelastic behavior with thin features
- ACM Trans. Graph
, 2008
"... We introduce a method for efficiently animating a wide range of deformable materials. We combine a high resolution surface mesh with a tetrahedral finite element simulator that makes use of frequent re-meshing. This combination allows for fast and detailed simulations of complex elastic and plastic ..."
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Cited by 44 (6 self)
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We introduce a method for efficiently animating a wide range of deformable materials. We combine a high resolution surface mesh with a tetrahedral finite element simulator that makes use of frequent re-meshing. This combination allows for fast and detailed simulations of complex elastic and plastic behavior. We significantly expand the range of physical parameters that can be simulated with a single technique, and the results are free from common artifacts such as volume-loss, smoothing, popping, and the absence of thin features like strands and sheets. Our decision to couple a high resolution surface with low-resolution physics leads to efficient simulation and detailed surface features, and our approach to creating the tetrahedral mesh leads to an order-of-magnitude speedup over previous techniques in the time spent re-meshing. We compute masses, collisions, and surface tension forces on the scale of the fine mesh, which helps avoid visual artifacts due to the differing mesh resolutions. The result is a method that can simulate a large array of different material behaviors with high resolution features in a short amount of time.
Example-Based Skeleton Extraction
, 2007
"... We present a method for extracting a hierarchical, rigid skeleton from a set of example poses. We then use this skeleton to not only reproduce the example poses, but create new deformations in the same style as the examples. Since rigid skeletons are used by most 3D modeling software, this skeleton ..."
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Cited by 34 (0 self)
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We present a method for extracting a hierarchical, rigid skeleton from a set of example poses. We then use this skeleton to not only reproduce the example poses, but create new deformations in the same style as the examples. Since rigid skeletons are used by most 3D modeling software, this skeleton and the corresponding vertex weights can be inserted directly into existing production pipelines. To create the skeleton, we first estimate the rigid transformations of the bones using a fast, face clustering approach. We present an efficient method for clustering by providing a Rigid Error Function that finds the best rigid transformation from a set of points in a robust, space efficient manner and supports fast clustering operations. Next, we solve for the vertex weights and enforce locality in the resulting weight distributions. Finally, we use these weights to determine the connectivity and joint locations of the skeleton.
An example-based procedural system for element arrangement
- COMPUT. GRAPH. FORUM
, 2008
"... We present a method for synthesizing two dimensional (2D) element arrangements from an example. The main idea is to combine texture synthesis techniques based-on a local neighborhood comparison and procedural modeling systems based-on local growth. Given a user-specified reference pattern, our syste ..."
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Cited by 32 (1 self)
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We present a method for synthesizing two dimensional (2D) element arrangements from an example. The main idea is to combine texture synthesis techniques based-on a local neighborhood comparison and procedural modeling systems based-on local growth. Given a user-specified reference pattern, our system analyzes neighborhood information of each element by constructing connectivity. Our synthesis process starts with a single seed and progressively places elements one by one by searching a reference element which has local features that are the most similar to the target place of the synthesized pattern. To support creative design activities, we introduce three types of interaction for controlling global features of the resulting pattern, namely a spray tool, a flow field tool, and a boundary tool. We also introduce a global optimization process that helps to avoid local error concentrations. We illustrate the feasibility of our method by creating several types of 2D patterns.
Deforming Meshes that Split and Merge
"... Figure 1: Dropping viscoelastic balls in an Eulerian fluid simulation. Invisible geometry is quickly deleted, while the visible surfaces retain their details even after translating through the air and splashing on the ground. We present a method for accurately tracking the moving surface of deformab ..."
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Cited by 31 (5 self)
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Figure 1: Dropping viscoelastic balls in an Eulerian fluid simulation. Invisible geometry is quickly deleted, while the visible surfaces retain their details even after translating through the air and splashing on the ground. We present a method for accurately tracking the moving surface of deformable materials in a manner that gracefully handles topological changes. We employ a Lagrangian surface tracking method, and we use a triangle mesh for our surface representation so that fine features can be retained. We make topological changes to the mesh by first identifying merging or splitting events at a particular grid resolution, and then locally creating new pieces of the mesh in the affected cells using a standard isosurface creation method. We stitch the new, topologically simplified portion of the mesh to the rest of the mesh at the cell boundaries. Our method detects and treats topological events with an emphasis on the preservation of detailed features, while simultaneously simplifying those portions of the material that are not visible. Our surface tracker is not tied to a particular method for simulating deformable materials. In particular, we show results from two significantly different simulators: a Lagrangian FEM simulator with tetrahedral elements, and an Eulerian grid-based fluid simulator. Although our surface tracking method is generic, it is particularly well-suited for simulations that exhibit fine surface details and numerous topological events. Highlights of our results include merging of viscoplastic materials with complex geometry, a taffy-pulling animation with many fold and merge events, and stretching and slicing of stiff plastic material.
Fracturing Rigid Materials
, 2007
"... We propose a novel approach to fracturing (and denting) brittle materials. To avoid the computational burden imposed by the stringent time step restrictions of explicit methods or with solving nonlinear systems of equations for implicit methods, we treat the material as a fully rigid body in the lim ..."
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Cited by 28 (4 self)
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We propose a novel approach to fracturing (and denting) brittle materials. To avoid the computational burden imposed by the stringent time step restrictions of explicit methods or with solving nonlinear systems of equations for implicit methods, we treat the material as a fully rigid body in the limit of infinite stiffness. In addition to a triangulated surface mesh and level set volume for collisions, each rigid body is outfitted with a tetrahedral mesh upon which finite element analysis can be carried out to provide a stress map for fracture criteria. We demonstrate that the commonly used stress criteria can lead to arbitrary fracture (especially for stiff materials) and instead propose the notion of a time averaged stress directly into the FEM analysis. When objects fracture, the virtual node algorithm provides new triangle and tetrahedral meshes in a straightforward and robust fashion. Although each new rigid body can be rasterized to obtain a new level set, small shards can be difficult to accurately resolve. Therefore, we propose a novel collision handling technique for treating both rigid bodies and rigid body thin shells represented by only a triangle mesh.