Pub Date : 1900-01-01DOI: 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.
{"title":"Multi-Layer Level of Detail For Character Animation","authors":"Yann Savoye, Alexandre Meyer","doi":"10.2312/PE/vriphys/vriphys08/057-066","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys08/057-066","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128795797","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 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.
{"title":"Friction Handling for Penalty-Based Methods","authors":"Olexiy Lazarevych, J. Spillmann, C. Renner, G. Székely, M. Harders","doi":"10.2312/PE/vriphys/vriphys09/135-144","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys09/135-144","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124669422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/vriphys.20141224
Richard Malgat, A. Boudaoud, F. Faure
,
,
{"title":"Mechanical Modeling of Three-dimensional Plant Tissue Indented by a Probe","authors":"Richard Malgat, A. Boudaoud, F. Faure","doi":"10.2312/vriphys.20141224","DOIUrl":"https://doi.org/10.2312/vriphys.20141224","url":null,"abstract":",","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129268326","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 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.
{"title":"Kinetic Separation Lists for Continuous Collision Detection of Deformable Objects","authors":"René Weller, G. Zachmann","doi":"10.2312/PE/vriphys/vriphys06/033-042","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/033-042","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133879231","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 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
{"title":"XML3D Physics: Declarative Physics Simulation for the Web","authors":"K. Sons, P. Slusallek","doi":"10.2312/PE/vriphys/vriphys11/055-063","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys11/055-063","url":null,"abstract":"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","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114824962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 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
{"title":"Fast Simulation of Inextensible Hair and Fur","authors":"J. Bender, Arjan Kuijper, D. W. Fellner, É. Guérin, M. Müller, T. Y. Kim, N. Chentanez","doi":"10.2312/PE/vriphys/vriphys12/039-044","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys12/039-044","url":null,"abstract":"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","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116713576","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 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.
{"title":"High-Resolution Simulation of Granular Material with SPH","authors":"Markus Ihmsen, Arthur Wahl, M. Teschner","doi":"10.2312/PE/vriphys/vriphys12/053-060","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys12/053-060","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114135306","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 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.
{"title":"Edge Collision Detection in Complex Deformable Environments","authors":"Thomas Jund, David Cazier, Jean-François Dufourd","doi":"10.2312/PE/vriphys/vriphys10/069-078","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys10/069-078","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128167383","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 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.
{"title":"Neighboring-based Linear System for Dynamic Meshes","authors":"S. P. Serna, Joao Goncalo Botica Ribeiro da Silva, A. Stork, A. Marcos","doi":"10.2312/PE/vriphys/vriphys09/095-103","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys09/095-103","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124521685","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 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.
{"title":"A Fast Linear Complementarity Problem (LCP) Solver for Separating Fluid-Solid Wall Boundary Conditions","authors":"Michael Andersen, Sarah Niebe, Kenny Erleben","doi":"10.2312/vriphys.20171082","DOIUrl":"https://doi.org/10.2312/vriphys.20171082","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134479786","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}