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Mapping Volumetric Meshes to Point-based Motion Models 映射体网格到基于点的运动模型
Pub Date : 2012-12-06 DOI: 10.2312/PE/vriphys/vriphys12/011-020
Thomas Jund, A. Allaoui, Emmanuelle Darles, Xavier Skapin, P. Meseure, Annie Luciani
Particle-based models produce various, flexible and optimized animations. Intrinsically, they are neither based on a boundary representation nor on volumetric objet meshed representations. Thus, they raise rendering issues since they do not contain enough geometrical information and do not even provide an underlying spatial topology. Consequently, various geometrical shapes can be used to render a motion produced by a meshless model, leading to different visual interpretations. To our knowledge, there is no generic methods to associate any set of points in motion with a topology-based geometric model. In this paper, we propose a framework to map arbitrary volumetric meshes to arbitrary point-based motions and to control the topological changes. Therefore, from only one motion description, different visual results can be obtained. This framework breaks down into three distinct processes: a particles to vertices mapping, the definition of a motion function and the definition of topological modifications and events triggering them. We show how the manipulation of these parameters allows to experiment different mappings for a particular motion and that our framework includes most of previous known mappings.
基于粒子的模型产生各种灵活和优化的动画。本质上,它们既不是基于边界表示,也不是基于体积对象网格表示。因此,它们提出了渲染问题,因为它们不包含足够的几何信息,甚至不提供底层空间拓扑。因此,可以使用各种几何形状来渲染由无网格模型产生的运动,从而产生不同的视觉解释。据我们所知,目前还没有通用的方法来将任何一组运动中的点与基于拓扑的几何模型联系起来。在本文中,我们提出了一个框架来映射任意体积网格到任意基于点的运动,并控制拓扑变化。因此,仅从一种运动描述中可以获得不同的视觉结果。这个框架分解为三个不同的过程:粒子到顶点的映射,运动函数的定义,拓扑修改和触发它们的事件的定义。我们展示了这些参数的操作如何允许实验不同的映射为一个特定的运动,我们的框架包括大多数以前已知的映射。
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引用次数: 5
Synthesizing Balancing Character Motions 合成平衡角色动作
Pub Date : 2012-12-06 DOI: 10.2312/PE/vriphys/vriphys12/087-096
Ben Kenwright
This paper presents a novel method for generating balancing character poses by means of a weighted inverse kinematic constraint algorithm. The weighted constraints enable us to control the order of priority so that more important conditions such as balancing can take priority over less important ones. Maintaining a balancing pose enables us to create a variety of physically accurate motions (e.g., stepping, crouching). Balancing is achieved by controlling the location of the overall centre of mass of an articulated character; while the secondary constraints generate poses from end-effectors and trajectory information to provide continuous character movement. The poses are created by taking into account physical properties of the articulated character, that include joint mass, size, strength and angular limits. We demonstrate the successfulness of our method by generating balancing postures that are used to produce controllable character motions with physically accurate properties; likewise, our method is computationally fast, flexible and straightforward to implement.
提出了一种利用加权逆运动学约束算法生成平衡特征位姿的新方法。加权约束使我们能够控制优先级的顺序,以便更重要的条件(如平衡)可以优先于不太重要的条件。保持一个平衡的姿势使我们能够创造各种准确的身体动作(例如,迈步,蹲下)。平衡是通过控制铰接角色的整体质量中心的位置来实现的;而次要约束则从末端执行器和轨迹信息生成姿态,以提供连续的角色运动。这些姿势是通过考虑关节角色的物理特性来创建的,包括关节质量、大小、强度和角度限制。我们通过生成平衡姿势来证明我们方法的成功,这些平衡姿势用于产生具有物理精确属性的可控角色运动;同样,我们的方法计算速度快,灵活且易于实现。
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引用次数: 8
Real-Time Motion Synthesis for Multiple Goal-Directed Tasks Using Motion Layers 使用运动层的多目标定向任务的实时运动合成
Pub Date : 2012-12-06 DOI: 10.2312/PE/vriphys/vriphys12/079-085
Christos Mousas, Paul F. Newbury
In this paper, a work in progress approach of layered motion interpolation method for designing realistic animation sequences for multiple goal-directed tasks is presented. The proposed solution is based on the ability to extract and synthesize different motions (in layers), while trying to efficiently reconstruct a natural-looking character's posture in real time. The proposed solution is examined for the case in which running, jumping, and reaching motions are combined. However, in addressing multiple goals fulfilled by a character in complex environments, as well as those involving complex motions, it is necessary to define the best way to handle and reconstruct the information from a motion capture database. Finally, because the character's posture should be as natural looking as possible, a simple centre of mass approach is proposed, to give desirable results at specific time steps
本文提出了一种用于多目标任务逼真动画序列设计的分层运动插值方法。所提出的解决方案是基于提取和合成不同动作(在图层中)的能力,同时试图有效地实时重建一个自然的角色姿势。所提出的解决方案是检查的情况下,跑步,跳跃,和到达的运动是结合。然而,在处理复杂环境中角色实现的多个目标以及涉及复杂动作的目标时,有必要定义处理和重建来自动作捕捉数据库的信息的最佳方法。最后,因为角色的姿势应该尽可能的自然,所以我们提出了一个简单的质心方法,在特定的时间步长给出理想的结果
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引用次数: 5
An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation 基于GPU的软体仿真隐式张量-质量求解器
Pub Date : 2012-12-06 DOI: 10.2312/PE/vriphys/vriphys12/001-010
X. Faure, F. Zara, F. Jaillet, J-M Moreau
The realistic and interactive simulation of deformable objects has become a challenge in Computer Graphics. In this paper, we propose a GPU implementation of the resolution of the mechanical equations, using a semi-implicit as well as an implicit integration scheme. At the contrary of the classical FEM approach, forces are directly computed at each node of the discretized objects, using the evaluation of the strain energy density of the elements. This approach allows to mix several mechanical behaviors in the same object. Results show a notable speedup of 30, especially in the case of complex scenes. Running times shows that this efficient implementation may contribute to make this model more popular for soft bodies simulations.
可变形物体的真实感和交互性仿真已成为计算机图形学的一个挑战。在本文中,我们提出了一个GPU实现力学方程的解析,使用半隐式和隐式积分方案。与经典有限元方法相反,通过计算单元的应变能密度,直接在离散对象的每个节点上计算力。这种方法允许在同一个对象中混合多种机械行为。结果表明,在复杂的场景中,速度提高了30%。运行时间表明,这种有效的实现有助于使该模型在软体仿真中更受欢迎。
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引用次数: 6
Topological Operations for Geomorphological Evolution 地貌演化的拓扑运算
Pub Date : 2011-12-05 DOI: 10.2312/PE/vriphys/vriphys11/139-148
Richard Bezin, Benoît Crespin, Xavier Skapin, O. Terraz, P. Meseure
Geomorphological processes sculpt the shape of our everyday landscapes and must therefore be simulated to generate plausible digital landscapes. In particular, topological changes must be taken into account during the formation of complex geometries such as natural arches, bridges or tunnels. We present a novel approach to simulate the geomorphological evolution of a 3D terrain represented as a set of volumes stored in a topological model, and describe a set of atomic operations to handle topological events in a robust way. These operations form the basis to successfully implement more complex evolution scenarios in a modelling software based on generalized maps, which could be used to reduce the storage needed by other methods relying on voxel grids or layered data structures.
地貌过程塑造了我们日常景观的形状,因此必须模拟以生成可信的数字景观。特别是,在形成复杂的几何形状,如天然拱门、桥梁或隧道时,必须考虑到拓扑结构的变化。我们提出了一种新的方法来模拟三维地形的地貌演变,该地形表示为存储在拓扑模型中的一组体积,并描述了一组原子操作,以鲁棒的方式处理拓扑事件。这些操作构成了在基于广义地图的建模软件中成功实现更复杂进化场景的基础,这可以用来减少依赖体素网格或分层数据结构的其他方法所需的存储。
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引用次数: 3
Generating Large-scale Details: Altering Soil Surface and Structure with Tracks 产生大规模的细节:改变土壤表面和结构与轨道
Pub Date : 2011-12-05 DOI: 10.2312/PE/vriphys/vriphys11/129-137
Alexandre Peyrat, O. Terraz, S. Mérillou, Eric Galin, D. Ghazanfarpour
Tracks, footsteps and ruts are common elements we can observe in natural sceneries. Wherever there is human activity, we can find marks on the ground left by vehicles or walkers. These marks can be directly dug from a soft ground or left on a hard ground by objects that carry materials on their surfaces. This paper presents a method to alter soil with such tracks. These tracks are defined with a trajectory and the shape of the mark left by the moving object (vehicle or walker) and is then applied to the soil for each step of the trajectory. Using our method we can obtain tracks on a loose soil and the deposit of material through the track on the desired length. This method allows us to produce a great number of large-scale details on terrains.
轨迹、脚步和车辙是我们在自然风景中可以观察到的常见元素。只要有人类活动的地方,我们就能在地面上找到车辆或行人留下的痕迹。这些痕迹可以直接从柔软的地面上挖出来,也可以被表面携带材料的物体留在坚硬的地面上。本文提出了一种利用这种轨迹改造土壤的方法。这些轨迹是用轨迹和移动物体(车辆或步行者)留下的标记形状来定义的,然后在轨迹的每一步应用于土壤。使用我们的方法,我们可以在松散的土壤上获得轨道,并通过轨道上所需长度的材料沉积。这种方法使我们能够在地形上产生大量的大规模细节。
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引用次数: 2
Simulating Inextensible Cloth Using Locking-free Triangle Meshes 使用无锁三角形网格模拟不可扩展布
Pub Date : 2011-12-01 DOI: 10.2312/PE/vriphys/vriphys11/011-017
Jan Bender, Raphael Diziol, D. Bayer
This paper presents an efficient method for the dynamic simulation of inextensible cloth. The triangle mesh for our cloth model is simulated using an impulse-based approach which is able to solve hard constraints. Using hard distance constraints on the edges of the triangle mesh removes too many degrees of freedom, resulting in a rigid motion. This is known as the locking problem which is typically solved by using rectangular meshes in existing impulse-based simulations. We solve this problem by using a nonconforming representation for the simulation model which unfortunately results in a discontinuous mesh. Therefore, we couple the original conforming mesh with the nonconforming elements and use it for collision handling and visualization.
本文提出了一种有效的不可伸缩布动态仿真方法。我们的布料模型的三角网格是用一种基于脉冲的方法模拟的,这种方法能够解决硬约束。在三角形网格的边缘上使用硬距离约束会消除太多的自由度,从而导致刚性运动。这被称为锁定问题,在现有的基于脉冲的模拟中,通常使用矩形网格来解决锁定问题。我们通过对仿真模型使用非一致性表示来解决这个问题,不幸的是,这导致了网格的不连续。因此,我们将原始的符合条件的网格与不符合条件的网格进行耦合,并将其用于碰撞处理和可视化。
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引用次数: 4
Simulating Human Collision Avoidance Using a Velocity-Based Approach 使用基于速度的方法模拟人类避碰
Pub Date : 2010-12-01 DOI: 10.2312/PE/vriphys/vriphys10/125-134
Ioannis Karamouzas, M. Overmars
We present a velocity-based model for realistic collision avoidance among virtual characters. Our approach is elaborated from existing experimental data and is based on the simple hypothesis that an individual tries to resolve collisions long in advance by slightly adapting its motion. We have evaluated our model by testing it against a wide range of challenging scenarios. In all of our simulations, the characters exhibit smooth and visually convincing motions, avoiding all collisions with minimal effort. The method reproduces emergent behaviour, like lane formation, that have been observed in real crowds. It is relatively easy to implement and and is fast, allowing the simulation of crowds of thousands of characters in real time.
提出了一种基于速度的虚拟人物真实避碰模型。我们的方法是基于现有的实验数据,并基于一个简单的假设,即个体试图通过稍微调整其运动来提前很长时间解决碰撞。我们通过对各种具有挑战性的场景进行测试来评估我们的模型。在我们所有的模拟中,角色表现出流畅且视觉上令人信服的动作,以最小的努力避免所有碰撞。该方法再现了在真实人群中观察到的紧急行为,如车道形成。它相对容易实现,而且速度快,允许实时模拟成千上万个字符的人群。
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引用次数: 23
Topology-based Physical Simulation 基于拓扑的物理仿真
Pub Date : 2010-11-11 DOI: 10.2312/PE/vriphys/vriphys10/001-010
P. Meseure, Emmanuelle Darles, Xavier Skapin
This paper presents a framework to design mechanical models relying on a topological basis. Whereas naive topological models such as adjacency graphs provide low topological control, the use of efficient topological models such as generalized maps guarantees the quasi-manifold property of the manipulated object: Topological inquiries or changes can be handled robustly and allow the model designer to focus on mechanical aspects. Even if the topology structure is more detailed and consumes more memory, we show that an efficient implementation does not impact computation time and still enables real-time simulation and interaction. We analyze how a simple mass/spring model can be embedded within this framework.
本文提出了一种基于拓扑基础的机械模型设计框架。然而简单的拓扑模型(如邻接图)提供低拓扑控制,使用高效的拓扑模型(如广义映射)保证了被操纵对象的准流形属性:拓扑查询或更改可以健壮地处理,并允许模型设计者专注于机械方面。即使拓扑结构更详细且消耗更多内存,我们也表明有效的实现不会影响计算时间,并且仍然能够实现实时仿真和交互。我们分析了如何将一个简单的质量/弹簧模型嵌入到这个框架中。
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引用次数: 11
A Sub-world Coupling Scheme for Haptic Rendering of Physically-based Rigid Bodies Simulation 基于物理的刚体仿真触觉渲染的子世界耦合方案
Pub Date : 2009-11-03 DOI: 10.2312/PE/vriphys/vriphys09/067-076
L. Glondu, Maud Marchal, Georges Dumont
In the virtual reality context, the use of haptic rendering as an additional se nsory modality significantly improves the degree of realism of virtual worlds. The physical realism of the intera ction between the user and the objects of the virtual world is particularly important when dealing with contact or collis ion between rigid objects as, for example, in assembly tasks. The high frequency rates required for smoo th manipulations are often difficult to reach, in particular for rigid bodies simulations. Hence, we propose a new coupling scheme based on a dynamic subset of the virtual world, a localized Haptic Sub-World, running at a higher freq uency than the rest of the virtual world. This Sub-World, located around the virtual object manipulated by the user , is synchronized with the virtual world through a dynamic analysis of the interface between the two subsets. Using th is coupling scheme in our software environment, we are able to achieve high frequency haptic rendering usin g sophisticated simulation methods on virtual worlds with a large number of rigid bodies.
在虚拟现实环境中,使用触觉渲染作为一种额外的感官方式,显著提高了虚拟世界的逼真程度。当处理刚性物体之间的接触或碰撞时,例如在装配任务中,用户和虚拟世界对象之间交互的物理现实性尤为重要。平滑操作所需的高频率通常难以达到,特别是对于刚体模拟。因此,我们提出了一种新的基于虚拟世界的动态子集的耦合方案,即局部触觉子世界,其运行频率高于虚拟世界的其他部分。这个子世界位于用户操纵的虚拟物体周围,通过对两个子集之间接口的动态分析与虚拟世界同步。在我们的软件环境中使用该耦合方案,我们能够在具有大量刚体的虚拟世界中使用复杂的仿真方法实现高频触觉渲染。
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引用次数: 1
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Workshop on Virtual Reality Interactions and Physical Simulations
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