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    ์˜์ƒ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์„ ์œ„ํ•œ ์ˆ˜๋ ด ๋ณด์žฅ ํ’€๋ฆผ ๋ฐฉ๋ฒ•

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ „๊ธฐยท์ •๋ณด๊ณตํ•™๋ถ€, 2022.2. ๊ณ ํ˜•์„.์ˆ˜์‹ญ ๋…„ ๋™์•ˆ ๊ทธ๋ž˜ํ”ฝ์Šค ํ•„๋“œ์—์„  ์˜์ƒ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ์ค‘์— ๋ฐœ์ƒํ•˜๋Š” ์ž๊ฐ€ ์ถฉ๋Œ ์ฒ˜๋ฆฌ ์‹คํŒจ(์—‰ํ‚ด)๋ฅผ ํ•ด๊ฒฐํ•˜๊ธฐ ์œ„ํ•œ ์—ฌ๋Ÿฌ๊ฐ€์ง€ ๋ฐฉ๋ฒ•์ด ์ œ์•ˆ๋˜์—ˆ๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ ์ œ์•ˆ๋œ ๋ฐฉ๋ฒ•๋“ค์€ ๊ฐ„๋‹จํ•œ ์˜์ƒ(ํ‹ฐ์…”์ธ , ๋ฐ”์ง€)์— ๋Œ€ํ•ด์„œ๋งŒ ๋™์ž‘ํ•˜๊ณ , ์‹ค์ œ ๊ฐ€์ƒ ํ”ผํŒ…์ด๋‚˜ ์—๋‹ˆ๋ฉ”์ด์…˜ ์ œ์ž‘์— ๋“ฑ์žฅํ•˜๋Š” ๋ณต์žกํ•œ ์˜์ƒ์—์„  ๋Œ€๋‹ค์ˆ˜๊ฐ€ ์—‰ํ‚ด ํ•ด๊ฒฐ์— ์‹คํŒจํ•˜์˜€๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์—‰ํ‚ด์„ ๋‘ ๊ทธ๋ฃน์œผ๋กœ ๋‚˜๋ˆ„๊ณ , ๊ฐ๊ฐ์— ๋Œ€ํ•œ ์ƒˆ๋กœ์šด ์ด์‚ฐ ์ถฉ๋Œ ์ฒ˜๋ฆฌ ๋ฐฉ๋ฒ•์„ ์ œ์•ˆํ•˜๋ฉฐ, ์—‰ํ‚ด์ด ์žˆ๋Š” ๋ณต์žกํ•œ ์˜์ƒ์— ์ ์šฉํ•˜๋Š” ์‹คํ—˜์„ ํ†ตํ•ด ์ œ์•ˆ๋œ ๋ฐฉ๋ฒ•์˜ ํšจ์šฉ์„ฑ์„ ์ž…์ฆํ•œ๋‹ค. ์ฒซ๋ฒˆ์งธ ๊ทธ๋ฃน, BLI๋ฅผ ์ œ์™ธํ•œ 6๊ฐ€์ง€ ์—‰ํ‚ด์— ๋Œ€ํ•ด์„œ๋Š” ESEF(๋ณ€-์••์ถ• / ์ž…์‹ค๋ก -์••์ถœ)๋ฅผ ์ œ์•ˆํ•˜์˜€๋‹ค. 6๊ฐ€์ง€ ์—‰ํ‚ด์€ ์ž˜๋ชป๋œ ์˜์—ญ์ด ํ™•์ •์ ์œผ๋กœ ์ •์˜๋จ์„ ์ด์šฉํ•˜๋ฉฐ, ๊ฐ€์žฅ ๋ฐ”๊นฅ๋ถ€๋ถ„๋ถ€ํ„ฐ ์„œ์„œํžˆ ํ•ด๊ฒฐํ•˜๋Š” ์•„์›ƒํˆฌ์ธ ๋ฐฉ์‹์œผ๋กœ ์—‰ํ‚ด์„ ์ ์ง„์ ์œผ๋กœ ํ•ด๊ฒฐํ•˜์˜€๋‹ค. ์ด๋ฅผ ์œ„ํ•ด ๋งค ํƒ€์ž„ ์Šคํ…๋งˆ๋‹ค ์˜์ƒ ๋ฉ”์‰ฌ์˜ ์—‰ํ‚ด ๋ถ„์„์„ ์ˆ˜ํ–‰ํ•˜๊ณ , ๊ทธ ๊ฒฐ๊ณผ๋ฅผ ์ •์ , ๋ณ€, ์‚ผ๊ฐํ˜•์„ ์ฑ„์ƒ‰ํ•˜๋Š” ํ˜•ํƒœ๋กœ ์ €์žฅํ•˜์˜€๋‹ค. ์ดํ›„ ์ฑ„์ƒ‰์„ ์ฐธ์กฐํ•˜์—ฌ ๋ฉ”์‰ฌ์˜ ํ•„์š”ํ•œ ์˜์—ญ์— ๋‘๊ฐ€์ง€ ๊ธฐ๋ฒ• ์‚ผ๊ฐํ˜•-์ˆ˜์ถ•๊ณผ ์ •์ -๋‹น๊ธฐ๊ธฐ๋ฅผ ๊ฐ€ํ•˜์˜€๊ณ , ์ตœ์ข…์ ์œผ๋กœ ๋ชจ๋“  ์—‰ํ‚ด์ด ์—†์–ด์งˆ๋•Œ๊นŒ์ง€ ์ด๋ฅผ ๋ฐ˜๋ณต์ ์œผ๋กœ ์ ์šฉํ•˜์˜€๋‹ค. ์‚ผ๊ฐํ˜•-์ˆ˜์ถ•๊ณผ ์ •์ -๋‹น๊ธฐ๊ธฐ๋Š” ์—ฐ์† ์ถฉ๋Œ ์ฒ˜๋ฆฌ์—์„œ ํ†ต์ƒ์ ์œผ๋ก  ๋ฐ˜์˜ฌ๋ฆผ ์˜ค๋ฅ˜๋ฅผ ๋ณด์ •ํ•˜๊ธฐ ์œ„ํ•ด ์‚ฌ์šฉ๋˜์–ด ์™”๋˜ ์ž…์‹ค๋ก  ๊ฐ’์˜ ์˜๋ฏธ๋ฅผ ์žฌํ•ด์„ํ•˜์˜€๋‹ค. ์ž…์‹ค๋ก ์˜ ํšจ์šฉ์„ ๋ฐ˜์˜ฌ๋ฆผ ์˜ค๋ฅ˜ ๋ฐฉ์–ด๋กœ ํ•œ์ •ํ•˜์ง€ ์•Š๊ณ , ๋” ๋‚˜์•„๊ฐ€์„œ ์ด์‚ฐ ์ถฉ๋Œ ์ฒ˜๋ฆฌ์— ์‘์šฉํ•˜์—ฌ ํŠน์ • ์กฐ๊ฑด์—์„œ ์œ ํ•œํ•œ ํƒ€์ž„ ์Šคํ…์•ˆ์— ์—‰ํ‚ด ํ•ด๊ฒฐ์„ ๋ณด์žฅํ•  ์ˆ˜ ์žˆ๊ฒŒ ๋˜์—ˆ๋‹ค. ๋‘๋ฒˆ์งธ ๊ทธ๋ฃน, BLI์— ๋Œ€ํ•ด์„œ๋Š” BLI-Resolver๋ฅผ ์ œ์•ˆํ•˜์˜€๋‹ค. ๋จผ์ € BLI์˜ ํŠน์ง•๊ณผ ์–ด๋–ค ์ƒํ™ฉ์—์„œ ๋ฐœ์ƒํ•˜๋Š”์ง€ ๋ถ„์„ํ•˜๊ณ , ์ด๋ฅผ ํ†ตํ•ด ์›ํ•˜๋Š” ์—‰ํ‚ด ํ•ด๊ฒฐ์˜ ํ˜•ํƒœ(์Šคํƒ€์ผ)๊ฐ€ ์˜์ƒ์˜ ๋ถ„๋ฅ˜ ๋˜๋Š” ํŠน์ • ์˜์—ญ์— ๋”ฐ๋ผ ๋‹ฌ๋ผ์ ธ์•ผ ํ•จ์„ ๋ณด์˜€๋‹ค. ๋”ฐ๋ผ์„œ ๊ฐ๊ฐ์˜ ์Šคํƒ€์ผ์— ๋Œ€์‘ํ•˜๊ธฐ ์œ„ํ•ด BLI๋ฅผ ํ•ด๊ฒฐํ•  ์„ธ ๊ฐ€์ง€ ์•Œ๊ณ ๋ฆฌ์ฆ˜, ๋ฉ”์‰ฌ-์ฐข๊ธฐ, ์˜์—ญ-๊ต์ฐจ, ์ ‘ํž˜-๊ต์ฐจ๋ฅผ ์ œ์•ˆํ•˜์˜€๋‹ค. ๋ฉ”์‰ฌ-์ฐข๊ธฐ๋Š” ์˜์ƒ ๋ฉ”์‰ฌ๋ฅผ ํ•„์š”์— ๋”ฐ๋ผ ์ž„์‹œ๋กœ ๋ช‡๋ช‡ ์‚ผ๊ฐํ˜•๋“ค์„ ๋ˆ„๋ฝ ํ›„ ์žฌ๊ตฌ์„ฑํ•˜์—ฌ ์—‰ํ‚ด ํ•ด๊ฒฐ์— ์œ ๋ฆฌํ•œ ๋ฉ”์‰ฌ๋กœ ๋ณ€๊ฒฝํ•˜์˜€๋‹ค. ์˜์—ญ-๊ต์ฐจ, ์ ‘ํž˜-๊ต์ฐจ๋Š” BLI๋ฅผ ์ง์ ‘์ ์œผ๋กœ ํ•ด๊ฒฐํ•˜์ง€ ์•Š๊ณ , ๋‹ค๋ฅธ 6๊ฐ€์ง€ ์—‰ํ‚ด์œผ๋กœ ๋ณ€ํ™˜ํ•˜์—ฌ, ESEF๊ฐ€ ํ•ด๊ฒฐํ•  ์ˆ˜ ์žˆ๊ฒŒ ํ•ด์ฃผ์—ˆ๋‹ค. ์ œ์•ˆ๋œ ๋‘๊ฐ€์ง€ ๋ฐฉ๋ฒ•(ESEF, BLI-Resolver)์„ ํ†ตํ•ฉํ•˜์—ฌ ์—‰ํ‚ด์˜ ์ŠคํŽ™ํŠธ๋Ÿผ์„ ๋ชจ๋‘ ๋‹ค๋ฃฐ ์ˆ˜ ์žˆ๊ฒŒ ๋˜์–ด, ์˜์ƒ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ์†์˜ ์ด์‚ฐ์ถฉ๋Œ์ฒ˜๋ฆฌ์˜ ๋งˆ์นจํ‘œ๋ฅผ ์ฐ๊ฒŒ ๋˜์—ˆ๋‹ค. ์ด ๋ฐฉ๋ฒ•๋“ค์€ ๊ธฐ์กด์˜ ์—ฐ์† ์ถฉ๋Œ ์ฒ˜๋ฆฌ๊ฐ€ ๊ตฌํ˜„๋˜์–ด ์žˆ๋Š” ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ์— ์‰ฝ๊ฒŒ ํ†ตํ•ฉ์ด ๊ฐ€๋Šฅํ•˜๋ฉฐ, ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ์˜ ์ข…๋ฅ˜์— ์˜ํ–ฅ์„ ๋ฐ›์ง€ ์•Š๋Š” ํŠน์ง•์ด ์žˆ๋‹ค. ๋˜ํ•œ ์˜์ƒ์˜ ๋ณต์žก๋„๋‚˜ ์ข…๋ฅ˜์— ๊ตฌ์• ๋ฐ›์ง€ ์•Š๊ณ  ์œ ํ•œํ•œ ํƒ€์ž„์Šคํ… ๋‚ด๋กœ ์—‰ํ‚ด์ด ํ’€๋ฆผ์„ ๋ณด์žฅํ•  ์ˆ˜ ์žˆ์œผ๋ฉฐ, ์˜์ƒ์˜ ๋””์ž์ธ์— ๋Œ€ํ•œ ์ •๋ณด๊ฐ€ ์ œ๊ณต๋œ ๊ฒฝ์šฐ ์—‰ํ‚ด์ด ๋””์ž์ธ์— ์ ํ•ฉํ•œ ๋ฐฉํ–ฅ์œผ๋กœ ํ•ด๊ฒฐ๋œ๋‹ค. ์ตœ์ข…์ ์œผ๋กœ ์‹คํ—˜์„ ํ†ตํ•ด ์ด์ „์˜ ๋ฐฉ๋ฒ•์œผ๋กœ ํ•ด๊ฒฐํ•  ์ˆ˜ ์—†์—ˆ๋˜ ๋‹ค์–‘ํ•˜๊ณ  ์‹ค์šฉ์ ์ธ ์˜๋ณต์—์„œ์˜ ์—‰ํ‚ด์ด ํ•ด๊ฒฐ๋จ์„ ๋ณด์˜€๋‹ค.For decades, methods have been proposed to solve the failure of self-collision (intersection) that occurs during clothing simulation. But when applied in reality, they report failure in various cases. In this paper, we divide these intersections into two groups and propose a new discrete collision handling (DCH) method for each to solve them properly in real situations. The first method, Edge-Shortening / Epsilon-Finessing (ESEF), is a method that guarantees convergence of six among seven intersection classifications except for BLI. It performs intersection analysis of the clothing mesh at every time step, and stores the result in the form of coloring the vertices, edges, and triangles. Referring to the coloring, the method resolves the tanglements in an out-to-in manner by applying the proposed operations, triangle shrinkage and vertex pull. The operations reinterpret the traditional use of tolerance value in continuous collision handling (CCH) methods, which were normally used for defending round-off errors. It gives a second thought to that tolerance value, and proposes a new DCH method that uses the tolerance value for the resolution purpose. Under certain conditions, ESEF turns out to guarantee the resolution of the tanglements in a finite number of time steps. The second method, BLI-Resolver, specifically targets BLI only. We analyze how BLIs occur, and realize that the desired form of resolution (i.e., resolution style) can vary depending on the type or particular region of the garment. Therefore, we identify the need for three resolution algorithms for BLI, namely, Mesh-Tearing, Regional-Flip, Crease-Flip, in order to cover the resolution styles. BLI-Resolver is the first to (1) identify the need for the resolution styles for the case of BLI, (2) propose the actual algorithms to cover each resolution style, and (3) demonstrate that the proposed resolution styles and algorithms work stably for BLIs. With the two methods, we can now cover the full spectrum of intersections. Intersections are guaranteed to resolve, in a design-appropriate direction when sufficient information of the clothing is given. Experiments report success in various and practical clothing where previous methods failed to resolve.1 Introduction 1 2 Related Works 5 2.1 Cloth Untangling: General 5 2.2 Cloth Untangling: Multi-Garment 7 2.3 Summary and Limitations 8 2.4 Contribution of Proposed Work 12 3 Preliminary 17 3.1 Edge-Shortening / Epsilon-finessing 17 3.2 Boundary-Loop-Interior Resolver 20 3.2.1 Repulsive-ICM on BLI 20 3.2.2 New Approach for BLI 23 4 Edge Shortening / Epsilon Finessing 25 4.1 Overview 25 4.2 Modifications to Conventional Simulator 28 4.2.1 UV-Space Mesh Update 28 4.2.2 CCH vs. m-CCH 33 4.2.3 Resolution of Elementary Tanglements over Simulation Loop 35 4.2.4 Working of ฮต_CCD-Finesses in a Cloth Mesh 36 4.2.5 Possible Scenario of Edge Shortening Hindrance 39 4.3 Scheduling the Operations 40 4.3.1 Possible Scenarios when No Fan is TIT-Passable 44 4.4 Soundness in Intrinsically Planar Cases 44 4.5 Extensions to Process Clothing 48 5 Boundary-Loop-Interior Resolver 51 5.1 Overview 51 5.2 Modifications to Conventional Simulator 52 5.3 Mesh-Tearing 52 5.3.1 L-to-B Propagation 55 5.3.2 Revived Triangles 56 5.4 Regional-Flip 59 5.4.1 Crease-Flip 60 5.5 Selecting Resolution Style/Algorithm 62 6 Experiment Results 65 6.1 Overview 65 6.2 Rudimentary Cases 69 6.3 Exploded Handkerchief 69 6.4 Clothes 73 6.5 Round Folds 78 6.6 Sharp Folds 78 6.7 User Interactions 78 6.8 Exploded Handkerchief 80 7 Conclusion 85 A Edge Shortening When Intersection Path Exists Across Multiple Panels 89 B Edge Shortening When Intersection Path Exists Across the Dart Opening 95 C Convexification 97 D Discussion on the Values of ฮต_RG and ฮณ 99 E Details of BLI Coupling for Regional-Flip 103 Bibliography 105 ์ดˆ๋ก 119๋ฐ•

    Fast GPU-Based Two-Way Continuous Collision Handling

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    Step-and-project is a popular way to simulate non-penetrated deformable bodies in physically-based animation. First integrating the system in time regardless of contacts and post resolving potential intersections practically strike a good balance between plausibility and efficiency. However, existing methods could be defective and unsafe when the time step is large, taking risks of failures or demands of repetitive collision testing and resolving that severely degrade performance. In this paper, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches the optimization at both ends of the intermediate time-integrated state and the previous intersection-free state, progressively generating a piecewise-linear path and finally reaching a feasible solution for the next time step. Technically, our method interleaves between a forward step and a backward step at a low cost, until the result is conditionally converged. Due to a set of unified volume-based contact constraints, our method can flexibly and reliably handle a variety of codimensional deformable bodies, including volumetric bodies, cloth, hair and sand. The experiments show that our method is safe, robust, physically faithful and numerically efficient, especially suitable for large deformations or large time steps

    Data-driven robotic manipulation of cloth-like deformable objects : the present, challenges and future prospects

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    Manipulating cloth-like deformable objects (CDOs) is a long-standing problem in the robotics community. CDOs are flexible (non-rigid) objects that do not show a detectable level of compression strength while two points on the article are pushed towards each other and include objects such as ropes (1D), fabrics (2D) and bags (3D). In general, CDOsโ€™ many degrees of freedom (DoF) introduce severe self-occlusion and complex stateโ€“action dynamics as significant obstacles to perception and manipulation systems. These challenges exacerbate existing issues of modern robotic control methods such as imitation learning (IL) and reinforcement learning (RL). This review focuses on the application details of data-driven control methods on four major task families in this domain: cloth shaping, knot tying/untying, dressing and bag manipulation. Furthermore, we identify specific inductive biases in these four domains that present challenges for more general IL and RL algorithms.Publisher PDFPeer reviewe

    Realistic Visualization of Animated Virtual Cloth

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    Photo-realistic rendering of real-world objects is a broad research area with applications in various different areas, such as computer generated films, entertainment, e-commerce and so on. Within photo-realistic rendering, the rendering of cloth is a subarea which involves many important aspects, ranging from material surface reflection properties and macroscopic self-shadowing to animation sequence generation and compression. In this thesis, besides an introduction to the topic plus a broad overview of related work, different methods to handle major aspects of cloth rendering are described. Material surface reflection properties play an important part to reproduce the look & feel of materials, that is, to identify a material only by looking at it. The BTF (bidirectional texture function), as a function of viewing and illumination direction, is an appropriate representation of reflection properties. It captures effects caused by the mesostructure of a surface, like roughness, self-shadowing, occlusion, inter-reflections, subsurface scattering and color bleeding. Unfortunately a BTF data set of a material consists of hundreds to thousands of images, which exceeds current memory size of personal computers by far. This work describes the first usable method to efficiently compress and decompress a BTF data for rendering at interactive to real-time frame rates. It is based on PCA (principal component analysis) of the BTF data set. While preserving the important visual aspects of the BTF, the achieved compression rates allow the storage of several different data sets in main memory of consumer hardware, while maintaining a high rendering quality. Correct handling of complex illumination conditions plays another key role for the realistic appearance of cloth. Therefore, an upgrade of the BTF compression and rendering algorithm is described, which allows the support of distant direct HDR (high-dynamic-range) illumination stored in environment maps. To further enhance the appearance, macroscopic self-shadowing has to be taken into account. For the visualization of folds and the life-like 3D impression, these kind of shadows are absolutely necessary. This work describes two methods to compute these shadows. The first is seamlessly integrated into the illumination part of the rendering algorithm and optimized for static meshes. Furthermore, another method is proposed, which allows the handling of dynamic objects. It uses hardware-accelerated occlusion queries for the visibility determination. In contrast to other algorithms, the presented algorithm, despite its simplicity, is fast and produces less artifacts than other methods. As a plus, it incorporates changeable distant direct high-dynamic-range illumination. The human perception system is the main target of any computer graphics application and can also be treated as part of the rendering pipeline. Therefore, optimization of the rendering itself can be achieved by analyzing human perception of certain visual aspects in the image. As a part of this thesis, an experiment is introduced that evaluates human shadow perception to speedup shadow rendering and provides optimization approaches. Another subarea of cloth visualization in computer graphics is the animation of the cloth and avatars for presentations. This work also describes two new methods for automatic generation and compression of animation sequences. The first method to generate completely new, customizable animation sequences, is based on the concept of finding similarities in animation frames of a given basis sequence. Identifying these similarities allows jumps within the basis sequence to generate endless new sequences. Transmission of any animated 3D data over bandwidth-limited channels, like extended networks or to less powerful clients requires efficient compression schemes. The second method included in this thesis in the animation field is a geometry data compression scheme. Similar to the BTF compression, it uses PCA in combination with clustering algorithms to segment similar moving parts of the animated objects to achieve high compression rates in combination with a very exact reconstruction quality.Realistische Visualisierung von animierter virtueller Kleidung Das photorealistisches Rendering realer Gegenstรคnde ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zรคhlen Computer generierte Filme (CGI), die Unterhaltungsindustrie und E-Commerce. Innerhalb dieses Forschungsbereiches ist das Rendern von photorealistischer Kleidung ein wichtiger Bestandteil. Hier reichen die wichtigen Aspekte, die es zu berรผcksichtigen gilt, von optischen Materialeigenschaften รผber makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der Einfรผhrung in das Thema, ein weiter รœberblick รผber รคhnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von Materialoberflรคchen spielen eine wichtige Rolle, um das so genannte look & feel von Materialien zu charakterisieren. Hierbei kann ein Material vom Nutzer identifiziert werden, ohne dass er es direkt anfassen muss. Die BTF (bidirektionale Texturfunktion)ist eine Funktion die abhรคngig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene Reprรคsentation von Reflektionseigenschaften. Sie enthรคlt Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der Oberflรคche hervorgerufen werden. Leider besteht ein BTF Datensatz eines Materials aus hunderten oder tausenden von Bildern und sprengt damit herkรถmmliche Hauptspeicher in Computern bei weitem. Diese Arbeit beschreibt die erste praktikable Methode, um BTF Daten effizient zu komprimieren, zu speichern und fรผr Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. Wรคhrend die PCA die entscheidenen visuellen Aspekte der BTF erhรคlt, kรถnnen mit ihrer Hilfe Kompressionsraten erzielt werden, die es erlauben mehrere BTF Materialien im Hauptspeicher eines Consumer PC zu verwalten. Dies erlaubt ein High-Quality Rendering. Korrektes Verwenden von komplexen Beleuchtungssituationen spielt eine weitere, wichtige Rolle, um Kleidung realistisch erscheinen zu lassen. Daher wird zudem eine Erweiterung des BTF Kompressions- und Renderingalgorithmuses erlรคutert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstรผtzen, muss die makroskopische Selbstabschattung integriert werden. Fรผr die Visualisierung von Falten und den lebensechten 3D Eindruck ist diese Art von Schatten absolut notwendig. Diese Arbeit beschreibt daher auch zwei Methoden, diese Schatten schnell und effizient zu berechnen. Die erste ist nahtlos in den Beleuchtungspart des obigen BTF Renderingalgorithmuses integriert und fรผr statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzufรผhren. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. Zusรคtzlich ist die Verwendung von verรคnderbarer, entfernter HDR Beleuchtung integriert. Das menschliche Wahrnehmungssystem ist das eigentliche Ziel jeglicher Anwendung in der Computergrafik und kann daher selbst als Teil einer erweiterten Rendering Pipeline gesehen werden. Daher kann das Rendering selbst optimiert werden, wenn man die menschliche Wahrnehmung verschiedener visueller Aspekte der berechneten Bilder analysiert. Teil der vorliegenden Arbeit ist die Beschreibung eines Experimentes, das menschliche Schattenwahrnehmung untersucht, um das Rendern der Schatten zu beschleunigen. Ein weiteres Teilgebiet der Kleidungsvisualisierung in der Computergrafik ist die Animation der Kleidung und von Avataren fรผr Prรคsentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der fรผr die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus fรผr eben diese Sequenzen. Die automatische Generierung von vรถllig neuen, anpassbaren Animationen basiert auf dem Konzept der ร„hnlichkeitssuche. Hierbei werden die einzelnen Schritte von gegebenen Basisanimationen auf ร„hnlichkeiten hin untersucht, die zum Beispiel die Geschwindigkeiten einzelner Objektteile sein kรถnnen. Die Identifizierung dieser ร„hnlichkeiten erlaubt dann Sprรผnge innerhalb der Basissequenz, die dazu benutzt werden kรถnnen, endlose, neue Sequenzen zu erzeugen. Die รœbertragung von animierten 3D Daten รผber bandbreitenlimitierte Kanรคle wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema fรผr Geometriedaten. ร„hnlich wie bei der Kompression von BTF Daten wird die PCA in Verbindung mit Clustering benutzt, um die animierte Geometrie zu analysieren und in sich รคhnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte Rekonstruktionsqualitรคt nach der Dekomprimierung

    Novel Degrees of Freedom, Constraints, and Stiffness Formulation for Physically Based Animation

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    I identify and improve upon three distinct components of physically simulated systems with the aim of increasing both robustness and efficiency for the application of computer graphics: A) the degrees of freedom of a system; B) the constraints put on that system; C) and the stiffness that derives from force differentiation and in turn enables implicit integration techniques. These three components come up in many implementations of physics-based simulation in computer animation. From a combination of these components, I explore four novel ideas implemented and experimented on over the course of my graduate degree. Eulerian-on-Lagrangian Cloth Simulation resolves a longstanding problem of simulating contact-mediated interaction of cloth and sharp geometric features by exploring a combination of all three of our components. Bilateral Staggered Projections for Joints explores the constrained degrees of freedom of articulated rigid bodies in a reduced state to extend the popular Staggered Projects technique into a novel formulation for rapid evaluation of frictional articulated dynamics. Condensation Jacobian with Adaptivity looks at using reduction methods to improve the efficiency of soft body deformations by allowing larger time step in dynamics simulations. Finally, Ldot: Boosting Deformation Performance with Cholesky Extrapolation explores the inner workings of sparse direct solvers to introduce a Cholesky factorization that is linearly extrapolated in time, which can improve the performance when encapsulated inside an iterative nonlinear solver
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