101 research outputs found

    Shape Animation with Combined Captured and Simulated Dynamics

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    We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a moving shape, and is thus particularly suitable for the output of performance capture platforms. In our system, a suitable virtual representation of the actor is built from real captures that allows seamless combination and simulation with virtual external forces and objects, in which the original captured actor can be reshaped, disassembled or reassembled from user-specified virtual physics. Instead of using the dominant surface-based geometric representation of the capture, which is less suitable for volumetric effects, our pipeline exploits Centroidal Voronoi tessellation decompositions as unified volumetric representation of the real captured actor, which we show can be used seamlessly as a building block for all processing stages, from capture and tracking to virtual physic simulation. The representation makes no human specific assumption and can be used to capture and re-simulate the actor with props or other moving scenery elements. We demonstrate the potential of this pipeline for virtual reanimation of a real captured event with various unprecedented volumetric visual effects, such as volumetric distortion, erosion, morphing, gravity pull, or collisions

    Master’s thesis proposal: computation reuse in stacking and unstacking

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    Algorithms for dynamic simulation and control are fundamental to many applications, including computer games and movies, medical simulation, and mechanical design. I propose to explore efficient algorithms for finding a stable unstacking sequence -- an order in which we can remove every object from a structure without causing the structure to collapse under gravity at any step. We begin with a basic unstacking sequence algorithm: consider the set of all objects in a structure. Collect all possible subsets into a disassembly graph. Search the graph, testing the stability of each node as it is visited. Any path of stable nodes from start to goal is a stable unstacking sequence. I propose to show how we can improve the performance of individual stability tests for three-dimensional structures with Coulomb friction, and give effective methods for searching the disassembly graph. I will also analyze the computational complexity of stable unstacking problems, and explore a classification of structures based on characteristics of their stable unstacking sequences. In preliminary work, I have shown that we can reuse computation from one stability test of a planar subassembly to the next. The implementation, which solves the system dynamics as a linear complementarity problem (LCP), outperforms an implementation that solves the system statics as a linear program (LP). This is surprising because LCPs are more complex than LPs, and dynamics equations are more complex than statics equations

    Fast Penetration Depth Estimation for Elastic Bodies

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    We present a fast penetration depth estimation algorithm between deformable polyhedral objects. We assume the continuum of non-rigid models are discretized using standard techniques, such as finite element or finite difference methods. As the objects deform, the pre-computed distance fields are deformed accordingly to estimate penetration depth, allowing enforcement of non-penetration constraints between two colliding elastic bodies. This approach can automatically handle self-penetration and inter-penetration in a uniform manner. We demonstrate its effectiveness on moderately complex simulation scenes

    6D Frictional Contact for Rigid Bodies

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    International audienceWe present a new approach to modeling contact between rigid objects that augments an individual Coulomb friction point-contact model with rolling and spinning friction constraints. Starting from the intersection volume, we compute a contact normal from the volume gradient. We compute a contact position from the first moment of the intersection volume, and approximate the extent of the contact patch from the second moment of the intersection volume. By incorporating knowledge of the contact patch into a point contact Coulomb friction formulation, we produce a 6D constraint that provides appropriate limits on torques to accommodate displacement of the center of pressure within the contact patch, while also providing a rotational torque due to dry friction to resist spinning. A collection of examples demonstrate the power and benefits of this simple formulation

    Constraint Jacobians for constant-time inverse kinematics and assembly optimization

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    technical reportAn algorithm for the constant-time solution of systems of geometric constraint equations is presented in this work. constraint equations and their Jacobians may be used in conjunction with other numerical methods to solve for a variety of kinematics, dynamics, and assembly optimization problems. The use of constraint equations for these purpose is an under-utilized method in this area. The use of quaternions for coordinates in these constraint equations is shown to be a key choice in the optimization problem for avoiding local minima

    Shape Animation with Combined Captured and Simulated Dynamics

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    We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a moving shape, and is thus particularly suitable for the output of performance capture platforms. In our system, a suitable virtual representation of the actor is built from real captures that allows seamless combination and simulation with virtual external forces and objects, in which the original captured actor can be reshaped, disassembled or reassembled from user-specified virtual physics. Instead of using the dominant surface-based geometric representation of the capture, which is less suitable for volumetric effects, our pipeline exploits Centroidal Voronoi tessellation decompositions as unified volumetric representation of the real captured actor, which we show can be used seamlessly as a building block for all processing stages, from capture and tracking to virtual physic simulation. The representation makes no human specific assumption and can be used to capture and re-simulate the actor with props or other moving scenery elements. We demonstrate the potential of this pipeline for virtual reanimation of a real captured event with various unprecedented volumetric visual effects, such as volumetric distortion, erosion, morphing, gravity pull, or collisions
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