58 research outputs found

    A Unified Simplicial Model for Mixed-Dimensional and Non-Manifold Deformable Elastic Objects

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    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected] present a unified method to simulate deformable elastic bodies consisting of mixed-dimensional components represented with potentially non-manifold simplicial meshes. Building on well-known simplicial rod, shell, and solid models for elastic continua, we categorize and define a comprehensive palette expressing all possible constraints and elastic energies for stiff and flexible connections between the 1D, 2D, and 3D components of a single conforming simplicial mesh. This palette consists of three categories: point connections, in which simplices meet at a single vertex around which they may twist and bend; curve connections in which simplices share an edge around which they may rotate (bend) relative to one another; and surface connections, in which a shell is embedded on or into a solid. To define elastic behaviors across non-manifold point connections, we adapt and apply parallel transport concepts from elastic rods. To address discontinuous forces that would otherwise arise when large accumulated relative rotations wrap around in the space of angles, we develop an incremental angle-update strategy. Our method provides a conceptually simple, flexible, and highly expressive framework for designing complex elastic objects, by modeling the geometry with a single simplicial mesh and decorating its elements with appropriate physical models (rod, shell, solid) and connection types (point, curve, surface). We demonstrate a diverse set of possible interactions achievable with our method, through technical and application examples, including scenes featuring complex aquatic creatures, children's toys, and umbrellas.This work was supported in part by the Natural Sciences and Engineering Research Council of Canada (RGPIN-04360-2014

    Novel Paradigms in Physics-Based Animation: Pointwise Divergence-Free Fluid Advection and Mixed-Dimensional Elastic Object Simulation

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    This thesis explores important but so far less studied aspects of physics-based animation: a simulation method for mixed-dimensional and/or non-manifold elastic objects, and a pointwise divergence-free velocity interpolation method applied to fluid simulation. Considering the popularity of single-type models e.g., hair, cloths, soft bodies, etc., in deformable body simulations, more complicated coupled models have gained less attention in graphics research, despite their relative ubiquity in daily life. This thesis presents a unified method to simulate such models: elastic bodies consisting of mixed-dimensional components represented with potentially non-manifold simplicial meshes. Building on well-known simplicial rod, shell, and solid models, this thesis categorizes and defines a comprehensive palette expressing all possible constraints and elastic energies for stiff and flexible connections between the 1D, 2D, and 3D components of a single conforming simplicial mesh. For fluid animation, this thesis proposes a novel methodology to enhance grid-based fluid animation with pointwise divergence-free velocity interpolation. Unlike previous methods which interpolate discrete velocity values directly for advection, this thesis proposes using intermediate steps involving vector potentials: first build a discrete vector potential field, interpolate these values to form a pointwise potential, and apply the continuous curl to recover a pointwise divergence-free flow field. Particles under these pointwise divergence-free flows exhibit significantly better particle distributions than divergent flows over time. To accelerate the use of vector potentials, this thesis proposes an efficient method that provides boundary-satisfying and smooth discrete potential fields on uniform and cut-cell grids. This thesis also introduces an improved ramping strategy for the “Curl-Noise” method of Bridson et al. (2007), which enforces exact no-normal-flow on the exterior domain boundaries and solid surfaces. The ramping method in the thesis effectively reduces the incidence of particles colliding with obstacles or creating erroneous gaps around the obstacles, while significantly alleviating the artifacts the original ramping strategy produces

    Courbure discrète : théorie et applications

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    International audienceThe present volume contains the proceedings of the 2013 Meeting on discrete curvature, held at CIRM, Luminy, France. The aim of this meeting was to bring together researchers from various backgrounds, ranging from mathematics to computer science, with a focus on both theory and applications. With 27 invited talks and 8 posters, the conference attracted 70 researchers from all over the world. The challenge of finding a common ground on the topic of discrete curvature was met with success, and these proceedings are a testimony of this wor

    Realtime Face Tracking and Animation

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    Capturing and processing human geometry, appearance, and motion is at the core of computer graphics, computer vision, and human-computer interaction. The high complexity of human geometry and motion dynamics, and the high sensitivity of the human visual system to variations and subtleties in faces and bodies make the 3D acquisition and reconstruction of humans in motion a challenging task. Digital humans are often created through a combination of 3D scanning, appearance acquisition, and motion capture, leading to stunning results in recent feature films. However, these methods typically require complex acquisition systems and substantial manual post-processing. As a result, creating and animating high-quality digital avatars entails long turn-around times and substantial production costs. Recent technological advances in RGB-D devices, such as Microsoft Kinect, brought new hopes for realtime, portable, and affordable systems allowing to capture facial expressions as well as hand and body motions. RGB-D devices typically capture an image and a depth map. This permits to formulate the motion tracking problem as a 2D/3D non-rigid registration of a deformable model to the input data. We introduce a novel face tracking algorithm that combines geometry and texture registration with pre-recorded animation priors in a single optimization. This led to unprecedented face tracking quality on a low cost consumer level device. The main drawback of this approach in the context of consumer applications is the need for an offline user-specific training. Robust and efficient tracking is achieved by building an accurate 3D expression model of the user's face who is scanned in a predefined set of facial expressions. We extended this approach removing the need of a user-specific training or calibration, or any other form of manual assistance, by modeling online a 3D user-specific dynamic face model. In complement of a realtime face tracking and modeling algorithm, we developed a novel system for animation retargeting that allows learning a high-quality mapping between motion capture data and arbitrary target characters. We addressed one of the main challenges of existing example-based retargeting methods, the need for a large number of accurate training examples to define the correspondence between source and target expression spaces. We showed that this number can be significantly reduced by leveraging the information contained in unlabeled data, i.e. facial expressions in the source or target space without corresponding poses. Finally, we present a novel realtime physics-based animation technique allowing to simulate a large range of deformable materials such as fat, flesh, hair, or muscles. This approach could be used to produce more lifelike animations by enhancing the animated avatars with secondary effects. We believe that the realtime face tracking and animation pipeline presented in this thesis has the potential to inspire numerous future research in the area of computer-generated animation. Already, several ideas presented in thesis have been successfully used in industry and this work gave birth to the startup company faceshift AG

    Adaptive Physically Based Models in Computer Graphics

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    International audienceOne of the major challenges in physically-based modeling is making simulations efficient. Adaptive models provide an essential solution to these efficiency goals. These models are able to self-adapt in space and time, attempting to provide the best possible compromise between accuracy and speed. This survey reviews the adaptive solutions proposed so far in computer graphics. Models are classified according to the strategy they use for adaptation, from time-stepping and freezing techniques to geometric adaptivity in the form of structured grids, meshes, and particles. Applications range from fluids, through deformable bodies, to articulated solids

    Proceedings of the Second International Workshop on Mathematical Foundations of Computational Anatomy (MFCA'08) - Geometrical and Statistical Methods for Modelling Biological Shape Variability

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    International audienceThe goal of computational anatomy is to analyze and to statistically model the anatomy of organs in different subjects. Computational anatomic methods are generally based on the extraction of anatomical features or manifolds which are then statistically analyzed, often through a non-linear registration. There are nowadays a growing number of methods that can faithfully deal with the underlying biomechanical behavior of intra-subject deformations. However, it is more difficult to relate the anatomies of different subjects. In the absence of any justified physical model, diffeomorphisms provide a general mathematical framework that enforce topological consistency. Working with such infinite dimensional space raises some deep computational and mathematical problems, in particular for doing statistics. Likewise, modeling the variability of surfaces leads to rely on shape spaces that are much more complex than for curves. To cope with these, different methodological and computational frameworks have been proposed (e.g. smooth left-invariant metrics, focus on well-behaved subspaces of diffeomorphisms, modeling surfaces using courants, etc.) The goal of the Mathematical Foundations of Computational Anatomy (MFCA) workshop is to foster the interactions between the mathematical community around shapes and the MICCAI community around computational anatomy applications. It targets more particularly researchers investigating the combination of statistical and geometrical aspects in the modeling of the variability of biological shapes. The workshop aims at being a forum for the exchange of the theoretical ideas and a source of inspiration for new methodological developments in computational anatomy. A special emphasis is put on theoretical developments, applications and results being welcomed as illustrations. Following the very successful first edition of this workshop in 2006 (see http://www.inria.fr/sophia/asclepios/events/MFCA06/), the second edition was held in New-York on September 6, in conjunction with MICCAI 2008. Contributions were solicited in Riemannian and group theoretical methods, Geometric measurements of the anatomy, Advanced statistics on deformations and shapes, Metrics for computational anatomy, Statistics of surfaces. 34 submissions were received, among which 9 were accepted to MICCAI and had to be withdrawn from the workshop. Each of the remaining 25 paper was reviewed by three members of the program committee. To guaranty a high level program, 16 papers only were selected
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