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Multi-Layer Level of Detail For Character Animation 角色动画的多层细节
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys08/057-066
Yann Savoye, Alexandre Meyer
Real-time animation of human-like characters has been an active research area in computer graphics. Nowadays, more and more applications need to render various realistic scenes with human motion in crowds for interactive virtual environments. Animation and level of detail are well explored fields but little has been done to generate level of detail automatically for dynamic articulated meshes. Our approach is based on the combination of three interesting layers for run-time level of detail in character crowd animation: the skeleton, the mesh and the motion. We build a Multiresolution Skeletal Graph to simplify the skeleton topology progressively. In contrast with previous works, we use a Dual-Graph Based Simplification for articulated meshes, where the triangle decimation is driven by triangle compactness, to build a dynamic, continuous, progressive and selective mesh level of detail. We also present Power Skinning to ensure the stability of Linear Smooth Skinning, during the simplification, with an efficient multi-weight update rule.
类人角色的实时动画一直是计算机图形学研究的一个活跃领域。如今,越来越多的应用需要在人群中渲染各种具有人体运动的逼真场景,以实现交互式虚拟环境。动画和细节水平是很好的探索领域,但很少做自动生成的细节水平为动态铰接网格。我们的方法是基于三个有趣的层的组合,用于角色人群动画的运行时细节级别:骨架,网格和运动。构建多分辨率骨架图,逐步简化骨架拓扑结构。与以前的工作相比,我们对铰接网格使用基于双图的简化,其中三角形抽取由三角形紧凑性驱动,以构建动态,连续,渐进和选择性的网格细节级别。在简化过程中,为了保证线性光滑蒙皮的稳定性,我们还提出了功率蒙皮,并采用了高效的多权更新规则。
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引用次数: 10
Friction Handling for Penalty-Based Methods 基于处罚方法的摩擦处理
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys09/135-144
Olexiy Lazarevych, J. Spillmann, C. Renner, G. Székely, M. Harders
In order to handle collisions between interacting deformable objects, the penalty method is widely employed since it is simple to implement and computationally inexpensive. In this paper a novel penalty method for handling collisions with the focus on the simulation of resting states is proposed. In detail, a novel time-coherent formulation for the static friction forces is presented that reproduces both the resting states and the transitions between sliding and sticking in a physically realistic way. The method is tested on a range of challenging real-time and off-line scenarios, underpinning the conceptual benefits of the approach.
为了处理相互作用的可变形对象之间的碰撞,惩罚方法被广泛采用,因为它实现简单,计算成本低。本文提出了一种以静息状态模拟为重点的碰撞惩罚方法。详细地说,提出了一种新的静摩擦力的时间相干公式,以一种物理上真实的方式再现了静息状态以及滑动和粘着之间的转换。该方法在一系列具有挑战性的实时和离线场景中进行了测试,证明了该方法在概念上的优势。
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引用次数: 1
Mechanical Modeling of Three-dimensional Plant Tissue Indented by a Probe 三维植物组织探针压痕的力学建模
Pub Date : 1900-01-01 DOI: 10.2312/vriphys.20141224
Richard Malgat, A. Boudaoud, F. Faure
,
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引用次数: 1
Kinetic Separation Lists for Continuous Collision Detection of Deformable Objects 可变形物体连续碰撞检测的动力学分离列表
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys06/033-042
René Weller, G. Zachmann
We present a new acceleration scheme for continuous collision detection of objects under arbitrary deformations. Both pairwise and self collision detection are presented. This scheme is facilitated by a new acceleration data structure, the kinetic separation list. The event-based approach of our kinetic separation list enables us to transform the continuous problem into a discrete one. Thus, the number of updates of the bounding volume hierarchies as well as the number of bounding volume checks can be reduced significantly. We performed a comparison of our kinetic approaches with the classical swept volume algorithm. The results show that our algorithm performs up to fifty times faster in practically relevant scenarios.
提出了一种用于任意变形下物体连续碰撞检测的加速度方案。提出了双碰撞检测和自碰撞检测。该方案采用了一种新的加速度数据结构,即动力学分离表。我们的动力学分离表的基于事件的方法使我们能够将连续问题转化为离散问题。因此,可以显著减少边界卷层次结构的更新次数以及边界卷检查的次数。我们将我们的动力学方法与经典的扫描体积算法进行了比较。结果表明,我们的算法在实际相关场景中执行速度提高了50倍。
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引用次数: 19
XML3D Physics: Declarative Physics Simulation for the Web XML3D物理:用于Web的声明性物理模拟
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys11/055-063
K. Sons, P. Slusallek
As interactive 3D graphics has become an integral part of modern Web browsers via the low-level WebGL API [Khr11], it now becomes apparent that higher-level declarative approaches integrated with HTML5 are needed in order to make 3D graphics broadly and easily accessible to Web developers. A key component of interactive 3D scenes are physics simulations. However, specifying the physics properties required major changes to the scene graph in the past. In this paper, we present a declarative and orthogonal physics annotation framework that nicely separates the generic 3D scene description from its physics properties. The approach is based on the declarative XML3D format as an extension to HTML5, has been implemented as a plug-in that runs in three browsers that support XML3D and is demonstrated with a number of examples and performance evaluations. ACM
由于交互式3D图形已经通过低级WebGL API成为现代Web浏览器不可或缺的一部分[Khr11],现在很明显,为了让Web开发人员更广泛、更容易地访问3D图形,需要与HTML5集成的高级声明性方法。交互式3D场景的一个关键组成部分是物理模拟。然而,在过去,指定物理属性需要对场景图形进行重大更改。在本文中,我们提出了一个声明性和正交的物理注释框架,可以很好地将通用的3D场景描述与其物理属性分开。该方法基于声明性XML3D格式(作为HTML5的扩展),已作为插件实现,可在支持XML3D的三种浏览器中运行,并通过许多示例和性能评估进行了演示。ACM
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引用次数: 3
Fast Simulation of Inextensible Hair and Fur 不可扩展毛发和毛皮的快速仿真
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys12/039-044
J. Bender, Arjan Kuijper, D. W. Fellner, É. Guérin, M. Müller, T. Y. Kim, N. Chentanez
AbstractIn this paper we focus on the fast simulation of hair and fur on animated characters. While it is common in featurefilms to simulate hair and fur of computer generated actors, characters are still mostly hand-animated in computergames. A main difficulty of simulating hair is that it is perceived as inextensible by humans. Preventing an objectfrom being stretched is a global, non-linear problem. This is the reason why simulating completely inextensibleobjects in real-time remains a major challenge and an open research topic.Existing approaches typically use multiple iterations per visual frame to solve the physical equations followed bynumber of strain limiting iterations. Adjusting the number of iterations is a way to increase the accuracy of thesimulation at the expense of more computation and vice versa. In the extreme case of one solver iteration per visualframe, most existing methods break down, either by becoming unstable or by introducing a substantial amount ofstretching.In this paper, we present a robust method that guarantees inextensiblity with a single iteration per frame. Thisextreme performance comes at the price of reduced accuracy. We found that for applications in graphics, it isworth to pay this price because the inaccuracies are not visually disturbing but the speed of the method allows thesimulation of thousands of hairs in real-time.Categories and Subject Descriptors
摘要本文主要研究了动画人物毛发和皮毛的快速模拟。虽然在故事片中模拟计算机生成的演员的头发和皮毛是很常见的,但在电脑游戏中,角色仍然主要是手工动画。模拟头发的一个主要困难是它被人类认为是不可扩展的。防止物体被拉伸是一个全局的非线性问题。这就是为什么实时模拟完全不可扩展对象仍然是一个重大挑战和开放的研究课题的原因。现有的方法通常使用每个视觉帧多次迭代来求解物理方程,然后是应变极限迭代的次数。调整迭代次数是一种以增加计算量为代价来提高模拟精度的方法,反之亦然。在极端的情况下,每个视觉帧一个求解器迭代,大多数现有的方法崩溃,要么变得不稳定,要么引入大量的拉伸。在本文中,我们提出了一种鲁棒的方法,保证了每帧迭代一次的不可扩展性。这种极端的性能是以降低精度为代价的。我们发现,对于图形应用来说,付出这个代价是值得的,因为不准确性不会在视觉上造成干扰,但该方法的速度允许实时模拟数千根头发。类别和主题描述符
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引用次数: 63
High-Resolution Simulation of Granular Material with SPH 基于SPH的颗粒材料高分辨率模拟
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys12/053-060
Markus Ihmsen, Arthur Wahl, M. Teschner
We present an efficient framework for simulating granular material with high visual detail. Our model solves the computationally and numerically critical forces on a coarsely sampled particle simulation. We incorporate a new frictional boundary force into an existing continuum-based method which enables realistic interactions and a more robust simulation. Visual realism is achieved by coupling a set of highly resolved particles with the base simulation at low computational costs. Thereby, visual details can be added which are not resolved by the base simulation.
我们提出了一个有效的框架来模拟具有高视觉细节的颗粒材料。我们的模型解决了粗采样粒子模拟的计算和数值临界力。我们将新的摩擦边界力纳入到现有的基于连续体的方法中,从而实现真实的相互作用和更鲁棒的模拟。通过将一组高分辨率的粒子与基础模拟相结合,以低计算成本实现了视觉真实感。因此,可以添加基础模拟无法解决的视觉细节。
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引用次数: 15
Edge Collision Detection in Complex Deformable Environments 复杂变形环境中的边缘碰撞检测
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys10/069-078
Thomas Jund, David Cazier, Jean-François Dufourd
We present in this paper a simulation framework that allows a precise and efficient handling of collisions and contacts between deformable moving bodies and their environment. The moving bodies are sampled as meshes whose vertices are followed in a convex subdivision of the surrounding space. Particles are continuously spanned along the edges to detect collisions with cells of this subdivision. Our method supports dynamic subdivision of the moving bodies and contact areas. It allows us to correctly handle geometric and topological changes in the environment, like cuts, tears or breaks and, more generally, additions or removals of material. We report experimental results obtained with mass spring and shape matching based physical simulations and discuss the performance of our method. We compare our approach with classical ones based on hierarchical data structures.
在本文中,我们提出了一个模拟框架,允许精确和有效地处理可变形运动物体与其环境之间的碰撞和接触。移动的物体被采样为网格,其顶点在周围空间的凸细分中被遵循。粒子沿着边缘连续地跨越,以检测与该细分的细胞的碰撞。我们的方法支持运动物体和接触区域的动态细分。它使我们能够正确处理环境中的几何和拓扑变化,如切割、撕裂或断裂,以及更普遍的材料的添加或移除。我们报告了基于质量弹簧和形状匹配的物理模拟的实验结果,并讨论了我们的方法的性能。我们将我们的方法与基于分层数据结构的经典方法进行了比较。
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引用次数: 5
Neighboring-based Linear System for Dynamic Meshes 基于邻域的动态网格线性系统
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys09/095-103
S. P. Serna, Joao Goncalo Botica Ribeiro da Silva, A. Stork, A. Marcos
www.eg.org diglib.eg.org Abstract A linear system is a fundamental building block for several mesh-based computer graphics applications such as simulation, shape deformation, virtual surgery, and fluid/smoke animation, among others. Nevertheless, such a system is most of the times seen as a black box and algorithms do not deal with its optimization. Depending on the number of unknowns, the linear system is often considered as an obstacle for real time application and as a building block for offline computations. We present in this paper, a neighboring-based methodology for representing a linear system. This new representation enables a compact storage of the set of equation, flexibility for ordering the unknowns and a rapid iterative solution, by means of an optimized matrix-vector multiplication. In addition, this representation facilitates the modification of part of the linear system without affecting its unchanged part and avoiding the complete rebuild of the system. This specially benefits applications dealing with dynamic meshes, where the geometry, the topology or both are constantly changed. We present the capabilities of our methodology in models with different sizes and for different operations, highlighting the dynamic characteristic of the mesh. We believe that several applications in computer graphics could benefit from our methodology, in order to improve their convergence and their performance, reducing the number of iterations and the computation time.
摘要线性系统是一些基于网格的计算机图形应用程序的基本构建块,例如仿真、形状变形、虚拟手术和流体/烟雾动画等。然而,这样的系统大多数时候被视为一个黑盒子,算法不处理它的优化。依赖于未知数的数量,线性系统通常被认为是实时应用的障碍和离线计算的构建块。本文提出了一种基于邻域的线性系统表示方法。这种新的表示形式通过优化的矩阵向量乘法,使方程集具有紧凑的存储,对未知数排序的灵活性和快速迭代解。此外,这种表示法便于对线性系统的一部分进行修改,而不影响其不变部分,避免了系统的完全重建。这特别有利于处理动态网格的应用,其中几何形状、拓扑结构或两者都在不断变化。我们展示了我们的方法在不同尺寸和不同操作的模型中的能力,突出了网格的动态特性。我们相信计算机图形学中的一些应用程序可以从我们的方法中受益,以提高它们的收敛性和性能,减少迭代次数和计算时间。
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引用次数: 4
A Fast Linear Complementarity Problem (LCP) Solver for Separating Fluid-Solid Wall Boundary Conditions 流固分离壁面边界条件的快速线性互补问题求解器
Pub Date : 1900-01-01 DOI: 10.2312/vriphys.20171082
Michael Andersen, Sarah Niebe, Kenny Erleben
We address the task of computing solutions for a separating fluid-solid wall boundary condition model. We present an embarrassingly parallel, easy to implement, fluid LCP solver. We are able to use greater domain sizes than previous works have shown, due to our new solver. The solver exploits matrix-vector products as computational building blocks. We block the matrix-vector products in a way that allows us to evaluate the products, without having to assemble the full systems. Any iterative sub-solver can be used. Our work shows speedup factors ranging up to 500 for larger grid sizes.
我们解决了一个分离流固壁边界条件模型的计算解的任务。我们提出了一个令人尴尬的并行,易于实现,流体LCP求解器。由于我们的新求解器,我们能够使用比以前的作品更大的域尺寸。求解器利用矩阵-向量乘积作为计算构建块。我们用一种不需要组装整个系统,就能求出矩阵-向量乘积的方法。任何迭代子求解器都可以使用。我们的研究表明,对于更大的网格尺寸,加速因子高达500。
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引用次数: 4
期刊
Workshop on Virtual Reality Interactions and Physical Simulations
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