Precomputing interactive dynamic deformable scenes

Doug L. James, K. Fatahalian
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引用次数: 177

Abstract

We present an approach for precomputing data-driven models of interactive physically based deformable scenes. The method permits real-time hardware synthesis of nonlinear deformation dynamics, including self-contact and global illumination effects, and supports real-time user interaction. We use data-driven tabulation of the system's deterministic state space dynamics, and model reduction to build efficient low-rank parameterizations of the deformed shapes. To support runtime interaction, we also tabulate impulse response functions for a palette of external excitations. Although our approach simulates particular systems under very particular interaction conditions, it has several advantages. First, parameterizing all possible scene deformations enables us to precompute novel reduced coparameterizations of global scene illumination for low-frequency lighting conditions. Second, because the deformation dynamics are precomputed and parameterized as a whole, collisions are resolved within the scene during precomputation so that runtime self-collision handling is implicit. Optionally, the data-driven models can be synthesized on programmable graphics hardware, leaving only the low-dimensional state space dynamics and appearance data models to be computed by the main CPU.
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预计算交互式动态可变形场景
我们提出了一种基于交互式物理变形场景的预计算数据驱动模型的方法。该方法允许非线性变形动力学的实时硬件综合,包括自接触和全局照明效果,并支持实时用户交互。我们使用数据驱动的系统确定性状态空间动力学制表和模型约简来建立有效的低秩参数化变形形状。为了支持运行时交互,我们还为外部激励的调色板制作了脉冲响应函数表。虽然我们的方法模拟的是非常特殊的交互条件下的特定系统,但它有几个优点。首先,参数化所有可能的场景变形使我们能够预先计算低频照明条件下全局场景照明的新颖减少共参数化。其次,由于变形动态作为一个整体进行了预计算和参数化,因此在预计算过程中可以在场景中解决碰撞,从而隐式地处理运行时的自碰撞。数据驱动的模型可以在可编程图形硬件上合成,只留下低维状态空间动态和外观数据模型由主CPU计算。
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Session details: Modeling and simplification Session details: Points Session details: Shadows Session details: Character animation Session details: Design and depiction
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