104 research outputs found

    A Kite Simulation System using Position-based Method

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    Thesis (Master of Information Scienc)--University of Tsukuba, no. 37782, 2017.3.2

    The application of three-dimensional mass-spring structures in the real-time simulation of sheet materials for computer generated imagery

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    Despite the resources devoted to computer graphics technology over the last 40 years, there is still a need to increase the realism with which flexible materials are simulated. However, to date reported methods are restricted in their application by their use of two-dimensional structures and implicit integration methods that lend themselves to modelling cloth-like sheets but not stiffer, thicker materials in which bending moments play a significant role. This thesis presents a real-time, computationally efficient environment for simulations of sheet materials. The approach described differs from other techniques principally through its novel use of multilayer sheet structures. In addition to more accurately modelling bending moment effects, it also allows the effects of increased temperature within the environment to be simulated. Limitations of this approach include the increased difficulties of calibrating a realistic and stable simulation compared to implicit based methods. A series of experiments are conducted to establish the effectiveness of the technique, evaluating the suitability of different integration methods, sheet structures, and simulation parameters, before conducting a Human Computer Interaction (HCI) based evaluation to establish the effectiveness with which the technique can produce credible simulations. These results are also compared against a system that utilises an established method for sheet simulation and a hybrid solution that combines the use of 3D (i.e. multilayer) lattice structures with the recognised sheet simulation approach. The results suggest that the use of a three-dimensional structure does provide a level of enhanced realism when simulating stiff laminar materials although the best overall results were achieved through the use of the hybrid model

    Modeling and animation of orb webs

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    Modeling of natural phenomena has been of particular interest in the graphics ommunity in recent years. This thesis will explore a method for creating and animating orb webs using a coupled spring-mass system. Using a spring-mass system for creating the orb web is ideal as we can represent each web strand using coupled spring-mass pairs. This allows the orb web simulator to be physically based, i.e., the simulation follows the laws that act on objects in the real world. This in turn simplifies the process of animating the web, as the animation emerges from the simulator without anyone having to set it up explicitly. Since this model is physically based, it would allow for realistic visualization of effects such as observing an orb web under a wind. In the children's book ``Charlotte's Web', the spider creates orb webs with words inscribed on them. Charlotte's web is used as an inspiration, in this thesis, to create webs which no real world spider could possibly create, while keeping the model physically based. This involves modifying the orb web such that the target text shows up on the orb web while keeping the web looking as natural as possible

    Robotic manipulation of cloth: mechanical modeling and perception

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    (Eng) In this work we study various mathematical problems arising from the robotic manipulation of cloth. First, we develop a locking-free continuous model for the physical simulation of inextensible textiles. We present a novel 'finite element' discretization of our inextensibility constraints which results in a unified treatment of triangle and quadrilateral meshings of the cloth. Next, we explain how to incorporate contacts, self-collisions and friction into the equations of motion, so that frictional forces and inextensibility and collision constraints may be integrated implicitly and without any decoupling. We develop an efficient 'active-set' solver tailored to our non-linear problem which takes into account past active constraints to accelerate the resolution of unresolved contacts and moreover can be initialized from any non-necessarily feasible point. Then, we embark ourselves in the empirical validation of the developed model. We record in a laboratory setting --with depth cameras and motion capture systems-- the motions of seven types of textiles (including e.g. cotton, denim and polyester) of various sizes and at different speeds and end up with more than 80 recordings. The scenarios considered are all dynamic and involve rapid shaking and twisting of the textiles, collisions with frictional objects and even strong hits with a long stick. We then, compare the recorded textiles with the simulations given by our inextensible model, and find that on average the mean error is of the order of 1 cm even for the largest sizes (DIN A2) and the most challenging scenarios. Furthermore, we also tackle other problems relevant to robotic cloth manipulation, such as cloth perception and classification of its states. We present a reconstruction algorithm based on Morse theory that proceeds directly from a point-cloud to obtain a cellular decomposition of a surface with or without boundary: the results are a piecewise parametrization of the cloth surface as a union of Morse cells. From the cellular decomposition the topology of the surface can be then deduced immediately. Finally, we study the configuration space of a piece of cloth: since the original state of a piece of cloth is flat, the set of possible states under the inextensible assumption is the set of developable surfaces isometric to a fixed one. We prove that a generic simple, closed, piecewise regular curve in space can be the boundary of only finitely many developable surfaces with nonvanishing mean curvature. Inspired on this result we introduce the dGLI cloth coordinates, a low-dimensional representation of the state of a piece of cloth based on a directional derivative of the Gauss Linking Integral. These coordinates --computed from the position of the cloth's boundary-- allow to distinguish key qualitative changes in folding sequences.(Esp) En este trabajo estudiamos varios problemas matemáticos relacionados con la manipulación robótica de textiles. En primer lugar, desarrollamos un modelo continuo libre de 'locking' para la simulación física de textiles inextensibles. Presentamos una novedosa discretización usando 'elementos finitos' de nuestras restricciones de inextensibilidad resultando en un tratamiento unificado de mallados triangulares y cuadrangulares de la tela. A continuación, explicamos cómo incorporar contactos, autocolisiones y fricción en las ecuaciones de movimiento, de modo que las fuerzas de fricción y las restricciones de inextensibilidad y colisiones puedan integrarse implícitamente y sin ningún desacoplamiento. Desarrollamos un 'solver' de tipo 'conjunto-activo' adaptado a nuestro problema no lineal que tiene en cuenta las restricciones activas pasadas para acelerar la resolución de los contactos no resueltos y, además, puede inicializarse desde cualquier punto no necesariamente factible. Posteriormente, nos embarcamos en la validación empírica del modelo desarrollado. Grabamos en un entorno de laboratorio -con cámaras de profundidad y sistemas de captura de movimiento- los movimientos de siete tipos de textiles (entre los que se incluyen, por ejemplo, algodón, tela vaquera y poliéster) de varios tamaños y a diferentes velocidades, terminando con más de 80 grabaciones. Los escenarios considerados son todos dinámicos e implican sacudidas y torsiones rápidas de los textiles, colisiones con obstáculos e incluso golpes con una varilla cilíndrica. Finalmente, comparamos las grabaciones con las simulaciones dadas por nuestro modelo inextensible, y encontramos que, de media, el error es del orden de 1 cm incluso para las telas más grandes (DIN A2) y los escenarios más complicados. Además, también abordamos otros problemas relevantes para la manipulación robótica de telas, como son la percepción y la clasificación de sus estados. Presentamos un algoritmo de reconstrucción basado en la teoría de Morse que procede directamente de una nube de puntos para obtener una descomposición celular de una superficie con o sin borde: los resultados son una parametrización a trozos de la superficie de la tela como una unión de celdas de Morse. A partir de la descomposición celular puede deducirse inmediatamente la topología de la superficie. Por último, estudiamos el espacio de configuración de un trozo de tela: dado que el estado original de la tela es plano, el conjunto de estados posibles bajo la hipótesis de inextensibilidad es el conjunto de superficies desarrollables isométricas a una fija. Demostramos que una curva genérica simple, cerrada y regular a trozos en el espacio puede ser el borde de un número finito de superficies desarrollables con curvatura media no nula. Inspirándonos en este resultado, introducimos las coordenadas dGLI, una representación de dimensión baja del estado de un pedazo de tela basada en una derivada direccional de la integral de enlazamiento de Gauss. Estas coordenadas -calculadas a partir de la posición del borde de la tela- permiten distinguir cambios cualitativos clave en distintas secuencias de plegado.Postprint (published version

    Robotic manipulation of cloth: mechanical modeling and perception

    Get PDF
    (Eng) In this work we study various mathematical problems arising from the robotic manipulation of cloth. First, we develop a locking-free continuous model for the physical simulation of inextensible textiles. We present a novel 'finite element' discretization of our inextensibility constraints which results in a unified treatment of triangle and quadrilateral meshings of the cloth. Next, we explain how to incorporate contacts, self-collisions and friction into the equations of motion, so that frictional forces and inextensibility and collision constraints may be integrated implicitly and without any decoupling. We develop an efficient 'active-set' solver tailored to our non-linear problem which takes into account past active constraints to accelerate the resolution of unresolved contacts and moreover can be initialized from any non-necessarily feasible point. Then, we embark ourselves in the empirical validation of the developed model. We record in a laboratory setting --with depth cameras and motion capture systems-- the motions of seven types of textiles (including e.g. cotton, denim and polyester) of various sizes and at different speeds and end up with more than 80 recordings. The scenarios considered are all dynamic and involve rapid shaking and twisting of the textiles, collisions with frictional objects and even strong hits with a long stick. We then, compare the recorded textiles with the simulations given by our inextensible model, and find that on average the mean error is of the order of 1 cm even for the largest sizes (DIN A2) and the most challenging scenarios. Furthermore, we also tackle other problems relevant to robotic cloth manipulation, such as cloth perception and classification of its states. We present a reconstruction algorithm based on Morse theory that proceeds directly from a point-cloud to obtain a cellular decomposition of a surface with or without boundary: the results are a piecewise parametrization of the cloth surface as a union of Morse cells. From the cellular decomposition the topology of the surface can be then deduced immediately. Finally, we study the configuration space of a piece of cloth: since the original state of a piece of cloth is flat, the set of possible states under the inextensible assumption is the set of developable surfaces isometric to a fixed one. We prove that a generic simple, closed, piecewise regular curve in space can be the boundary of only finitely many developable surfaces with nonvanishing mean curvature. Inspired on this result we introduce the dGLI cloth coordinates, a low-dimensional representation of the state of a piece of cloth based on a directional derivative of the Gauss Linking Integral. These coordinates --computed from the position of the cloth's boundary-- allow to distinguish key qualitative changes in folding sequences.(Esp) En este trabajo estudiamos varios problemas matemáticos relacionados con la manipulación robótica de textiles. En primer lugar, desarrollamos un modelo continuo libre de 'locking' para la simulación física de textiles inextensibles. Presentamos una novedosa discretización usando 'elementos finitos' de nuestras restricciones de inextensibilidad resultando en un tratamiento unificado de mallados triangulares y cuadrangulares de la tela. A continuación, explicamos cómo incorporar contactos, autocolisiones y fricción en las ecuaciones de movimiento, de modo que las fuerzas de fricción y las restricciones de inextensibilidad y colisiones puedan integrarse implícitamente y sin ningún desacoplamiento. Desarrollamos un 'solver' de tipo 'conjunto-activo' adaptado a nuestro problema no lineal que tiene en cuenta las restricciones activas pasadas para acelerar la resolución de los contactos no resueltos y, además, puede inicializarse desde cualquier punto no necesariamente factible. Posteriormente, nos embarcamos en la validación empírica del modelo desarrollado. Grabamos en un entorno de laboratorio -con cámaras de profundidad y sistemas de captura de movimiento- los movimientos de siete tipos de textiles (entre los que se incluyen, por ejemplo, algodón, tela vaquera y poliéster) de varios tamaños y a diferentes velocidades, terminando con más de 80 grabaciones. Los escenarios considerados son todos dinámicos e implican sacudidas y torsiones rápidas de los textiles, colisiones con obstáculos e incluso golpes con una varilla cilíndrica. Finalmente, comparamos las grabaciones con las simulaciones dadas por nuestro modelo inextensible, y encontramos que, de media, el error es del orden de 1 cm incluso para las telas más grandes (DIN A2) y los escenarios más complicados. Además, también abordamos otros problemas relevantes para la manipulación robótica de telas, como son la percepción y la clasificación de sus estados. Presentamos un algoritmo de reconstrucción basado en la teoría de Morse que procede directamente de una nube de puntos para obtener una descomposición celular de una superficie con o sin borde: los resultados son una parametrización a trozos de la superficie de la tela como una unión de celdas de Morse. A partir de la descomposición celular puede deducirse inmediatamente la topología de la superficie. Por último, estudiamos el espacio de configuración de un trozo de tela: dado que el estado original de la tela es plano, el conjunto de estados posibles bajo la hipótesis de inextensibilidad es el conjunto de superficies desarrollables isométricas a una fija. Demostramos que una curva genérica simple, cerrada y regular a trozos en el espacio puede ser el borde de un número finito de superficies desarrollables con curvatura media no nula. Inspirándonos en este resultado, introducimos las coordenadas dGLI, una representación de dimensión baja del estado de un pedazo de tela basada en una derivada direccional de la integral de enlazamiento de Gauss. Estas coordenadas -calculadas a partir de la posición del borde de la tela- permiten distinguir cambios cualitativos clave en distintas secuencias de plegado

    Three dimensional simulation of cloth drape

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    Research has been carried out in the study of cloth modelling over many decades. The more recent arrival of computers however has meant that the necessary complex calculations can be performed quicker and that visual display of the results is more realistic than for the earlier models. Today's textile and garment designers are happy to use the latest two dimensional design and display technology to create designs and experiment with patterns and colours. The computer is seen as an additional tool that performs some of the more tedious jobs such as re-drawing, re-colouring and pattern sizing. Designers have the ability and experience to visualise their ideas without the need for photo reality. However the real garment must be created when promoting these ideas to potential customers. Three dimensional computer visualisation of a garment can remove the need to create the garment until after the customer has placed an order. As well as reducing costs in the fashion industry, realistic three dimensional cloth animation has benefits for the computer games and film industries. This thesis describes the development of a realistic cloth drape model. The system uses the Finite Element Method for the draping equations and graphics routines to enhance the visual display. During the research the problem of collision detection and response involving dynamic models has been tackled and a unique collision detection method has been developed. This method has proved very accurate in the simulation of cloth drape over a body model and is also described in the thesis. Three dimensional design and display are seen as the next logical steps to current two dimensional practices in the textiles industry. This thesis outlines current and previous cloth modelling studies carried out by other research groups. It goes on to provide a full description of the drape method that has been developed during this research period

    Animating Unpredictable Effects

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    Uncanny computer-generated animations of splashing waves, billowing smoke clouds, and characters’ flowing hair have become a ubiquitous presence on screens of all types since the 1980s. This Open Access book charts the history of these digital moving images and the software tools that make them. Unpredictable Visual Effects uncovers an institutional and industrial history that saw media industries conducting more private R&D as Cold War federal funding began to wane in the late 1980s. In this context studios and media software companies took concepts used for studying and managing unpredictable systems like markets, weather, and fluids and turned them into tools for animation. Unpredictable Visual Effects theorizes how these animations are part of a paradigm of control evident across society, while at the same time exploring what they can teach us about the relationship between making and knowing
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