326 research outputs found

    Deformable solids and displacement maps--a multi-scale technique for model recovery and recognition

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1991.Includes bibliographical references (leaves 74-78).by Stanley Edward Sclaroff.M.S

    Real-time Physics Based Simulation for 3D Computer Graphics

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    Restoration of realistic animation is a critical part in the area of computer graphics. The goal of this sort of simulation is to imitate the behavior of the transformation in real life to the greatest extent. Physics-based simulation provides a solid background and proficient theories that can be applied in the simulation. In this dissertation, I will present real-time simulations which are physics-based in the area of terrain deformation and ship oscillations. When ground vehicles navigate on soft terrains such as sand, snow and mud, they often leave distinctive tracks. The realistic simulation of such vehicle-terrain interaction is important for ground based visual simulations and many video games. However, the existing research in terrain deformation has not addressed this issue effectively. In this dissertation, I present a new terrain deformation algorithm for simulating vehicle-terrain interaction in real time. The algorithm is based on the classic terramechanics theories, and calculates terrain deformation according to the vehicle load, velocity, tire size, and soil concentration. As a result, this algorithm can simulate different vehicle tracks on different types of terrains with different vehicle properties. I demonstrate my algorithm by vehicle tracks on soft terrain. In the field of ship oscillation simulation, I propose a new method for simulating ship motions in waves. Although there have been plenty of previous work on physics based fluid-solid simulation, most of these methods are not suitable for real-time applications. In particular, few methods are designed specifically for simulating ship motion in waves. My method is based on physics theories of ship motion, but with necessary simplifications to ensure real-time performance. My results show that this method is well suited to simulate sophisticated ship motions in real time applications

    Accelerating and simulating detected physical interations

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    The aim of this doctoral thesis is to present a body of work aimed at improving performance and developing new methods for animating physical interactions using simulation in virtual environments. To this end we develop a number of novel parallel collision detection and fracture simulation algorithms. Methods for traversing and constructing bounding volume hierarchies (BVH) on graphics processing units (GPU) have had a wide success. In particular, they have been adopted widely in simulators, libraries and benchmarks as they allow applications to reach new heights in terms of performance. Even with such a development however, a thorough adoption of techniques has not occurred in commercial and practical applications. Due to this, parallel collision detection on GPUs remains a relatively niche problem and a wide number of applications could benefit from a significant boost in proclaimed performance gains. In fracture simulations, explicit surface tracking methods have a good track record of success. In particular they have been adopted thoroughly in 3D modelling and animation software like Houdini [124] as they allow accurate simulation of intricate fracture patterns with complex interactions, which are generated using physical laws. Even so, existing methods can pose restrictions on the geometries of simulated objects. Further, they often have tight dependencies on implicit surfaces (e.g. level sets) for representing cracks and performing cutting to produce rigid-body fragments. Due to these restrictions, catering to various geometries can be a challenge and the memory cost of using implicit surfaces can be detrimental and without guarantee on the preservation of sharp features. We present our work in four main chapters. We first tackle the problem in the accelerating collision detection on the GPU via BVH traversal - one of the most demanding components during collision detection. Secondly, we show the construction of a new representation of the BVH called the ostensibly implicit tree - a layout of nodes in memory which is encoded using the bitwise representation of the number of enclosed objects in the tree (e.g. polygons). Thirdly, we shift paradigm to the task of simulating breaking objects after collision: we show how traditional finite elements can be extended as a way to prevent frequent re-meshing during fracture evolution problems. Finally, we show how the fracture surface–represented as an explicit (e.g. triangulated) surface mesh–is used to generate rigid body fragments using a novel approach to mesh cutting

    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

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    An empirically derived system for high-speed shadow rendering

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    Shadows have captivated humanity since the dawn of time; with the current age being no exception – shadows are core to realism and ambience, be it to invoke a classic Baroque interplay of lights, darks and colours as the case in Rembrandt van Rijn’s Militia Company of Captain Frans Banning Cocq or to create a sense of mystery as found in film noir and expressionist cinematography. Shadows, in this traditional sense, are regions of blocked light – the combined effect of placing an object between a light source and surface. This dissertation focuses on real-time shadow generation as a subset of 3D computer graphics. Its main focus is the critical analysis of numerous real-time shadow rendering algorithms and the construction of an empirically derived system for the high-speed rendering of shadows. This critical analysis allows us to assess the relationship between shadow rendering quality and performance. It also allows for the isolation of key algorithmic weaknesses and possible bottleneck areas. Focusing on these bottleneck areas, we investigate several possibilities of improving the performance and quality of shadow rendering; both on a hardware and software level. Primary performance benefits are seen through effective culling, clipping, the use of hardware extensions and by managing the polygonal complexity and silhouette detection of shadow casting meshes. Additional performance gains are achieved by combining the depth-fail stencil shadow volume algorithm with dynamic spatial subdivision. Using this performance data gathered during the analysis of various shadow rendering algorithms, we are able to define a fuzzy logic-based expert system to control the real-time selection of shadow rendering algorithms based on environmental conditions. This system ensures the following: nearby shadows are always of high-quality, distant shadows are, under certain conditions, rendered at a lower quality and the frames per second rendering performance is always maximised.Dissertation (MSc)--University of Pretoria, 2009.Computer Scienceunrestricte

    A biomechanics-based articulation model for medical applications

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    Computer Graphics came into the medical world especially after the arrival of 3D medical imaging. Computer Graphics techniques are already integrated in the diagnosis procedure by means of the visual tridimensional analysis of computer tomography, magnetic resonance and even ultrasound data. The representations they provide, nevertheless, are static pictures of the patients' body, lacking in functional information. We believe that the next step in computer assisted diagnosis and surgery planning depends on the development of functional 3D models of human body. It is in this context that we propose a model of articulations based on biomechanics. Such model is able to simulate the joint functionality in order to allow for a number of medical applications. It was developed focusing on the following requirements: it must be at the same time simple enough to be implemented on computer, and realistic enough to allow for medical applications; it must be visual in order for applications to be able to explore the joint in a 3D simulation environment. Then, we propose to combine kinematical motion for the parts that can be considered as rigid, such as bones, and physical simulation of the soft tissues. We also deal with the interaction between the different elements of the joint, and for that we propose a specific contact management model. Our kinematical skeleton is based on anatomy. Special considerations have been taken to include anatomical features like axis displacements, range of motion control, and joints coupling. Once a 3D model of the skeleton is built, it can be simulated by data coming from motion capture or can be specified by a specialist, a clinician for instance. Our deformation model is an extension of the classical mass-spring systems. A spherical volume is considered around mass points, and mechanical properties of real materials can be used to parameterize the model. Viscoelasticity, anisotropy and non-linearity of the tissues are simulated. We particularly proposed a method to configure the mass-spring matrix such that the objects behave according to a predefined Young's modulus. A contact management model is also proposed to deal with the geometric interactions between the elements inside the joint. After having tested several approaches, we proposed a new method for collision detection which measures in constant time the signed distance to the closest point for each point of two meshes subject to collide. We also proposed a method for collision response which acts directly on the surfaces geometry, in a way that the physical behavior relies on the propagation of reaction forces produced inside the tissue. Finally, we proposed a 3D model of a joint combining the three elements: anatomical skeleton motion, biomechanical soft tissues deformation, and contact management. On the top of that we built a virtual hip joint and implemented a set of medical applications prototypes. Such applications allow for assessment of stress distribution on the articular surfaces, range of motion estimation based on ligament constraint, ligament elasticity estimation from clinically measured range of motion, and pre- and post-operative evaluation of stress distribution. Although our model provides physicians with a number of useful variables for diagnosis and surgery planning, it should be improved for effective clinical use. Validation has been done partially. However, a global clinical validation is necessary. Patient specific data are still difficult to obtain, especially individualized mechanical properties of tissues. The characterization of material properties in our soft tissues model can also be improved by including control over the shear modulus
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