11 research outputs found

    Simulation levels of detail for plant motion

    Full text link
    In this paper we describe a method for simulating motion of realistically complex plants interactively. We use a precomputation stage to generate the plant structure, along with a set of simulation levels of detail. The levels of detail are made by continuously grouping branches starting from the tips of the branches and working toward the trunk. Grouped branches are simulated as single branches that have similar simulation characteristics to the original branches. During run-time, we traverse the plant and determine the allowable error in the simulation of branch motion. This allows us to choose the appropriate simulation level of detail and we provide smooth transitions from level to level. Our level of detail approach affects only the simulation parameters, allowing geometry to be handled independently. Using this method we can significantly improve simulation times for complex trees

    A Tool for Creating Expressive Control Over Fur and Feathers

    Get PDF
    The depiction of body fur and feathers has received relatively abundant focus within the animation production environment and continues to pose significant computational challenges. Tools to control fur and feathers as an expressive characteristic to be used by animators have not been explored as fully as dynamic control systems. This thesis outlines research behind and development of a control system for fur and feathers intended to enable authoring of animation in an interactive software tool common in many animation production environments. The results of this thesis show a control system over fur and feathers as easily used as appendages control to create strong posing, silhouette and timing of animations. The tool created impacts the capacity of more effective and efficient animation of characters that use fur and feathers for expressive communication such as hedgehogs, birds, and cats

    Simulation levels of detail for plant motion

    Get PDF
    Due to the character of the original source materials and the nature of batch digitization, quality control issues may be present in this document. Please report any quality issues you encounter to [email protected], referencing the URI of the item.Includes bibliographical references (leaves 28-30).In this paper we describe a method for simulating motion of realistically complex plants interactively. We use a precomputation stage to generate the plant structure, along with a set of simulation levels of detail. The levels of detail are made by continuously grouping branches starting from the tips of the branches and working toward the trunk. Grouped branches are simulated as single branches that have similar simulation characteristics to the original branches. During run-time, we traverse the plant and determine the allowable error in the simulation of branch motion. This allows us to choose the appropriate simulation level of detail and we provide smooth transitions from level to level. Our level of detail approach affects only the simulation parameters, allowing geometry to be handled independently. Using this method we can significantly improve simulation times for complex trees

    Interactive Virtual Hair Salon

    Get PDF
    Abstract User interaction with animated hair is desirable for various applications but difficult because it requires real-time animation and rendering of hair. Hair modeling, in cluding styling, simulation, and rendering, is computationally challenging due to the enormous number of deformable hair strands on a human head, elevating the computational complexity of many essential steps, such as collision detection and self-shadowing for hair. Using simulation localization techniques, multi-resolution representations, and graphics hardware rendering acceleration, we have developed a physically-based virtual hair salon system that simulates and renders hair at accelerated rates, enabling users to interactively style virtual hair. With a 3D haptic interface, users can directly manipulate and position hair strands, as well as employ real-world styling applications (cutting, blow-drying, etc.) to create hairstyles more intuitively than previous techniques

    Resolution independent curved seams in clothing animation using a regular particle grid

    Get PDF
    We present a method for representing seams in clothing animation, and its application in simulation level of detail. Specifically we consider cloth represented as a regular grid of particles connected by spring-dampers, and a seam specified by a closed set of parametric trim curves in the cloth domain. Conventional cloth animation requires the tessellation of seams so that they are handled uniformly by the dynamics process. Our goal is a seam definition which does not constrain the attached clothing panels to be of the same resolution, or even constant resolution, while not being a hindrance to the dynamics process. We also apply our seams to cloth defined on a regular grid, as opposed to the irregular meshes commonly used with seams. The determination of particles interior to the cloth panel can be done using wellknown graphics operations such as scan-conversion. Due to the particle-based nature of the simulation, the dynamics approach combines easily with existing implicit and explicit methods. Finally, because the seams are resolution independent, the particle density per clothing panel can be adjusted as desired. This gives rise to a simple application of the given seams approach illustrating how it may be used for simulation level of detail

    Statistical and Directable Methods for Large-Scale Rigid Body Simulation

    Get PDF
    This dissertation describes several techniques to improve performance and controllability of large-scale rigid body simulations. We first describe a statistical simulation method that replaces certain stages of rigid body simulation with a statistically- based approximation. We begin by collecting statistical data regarding changes in linear and angular momentum for collisions of a given object. From the data, we extract a statistical ”signature” for the object, giving a compact representation of the object’s response to collision events. During object simulation, both the collision detection and the collision response calculations are replaced by simpler calculations based on the statistical signature. In addition, based on our statistical simulator, we develop a mixed rigid body simulator that combines an impulse-based with a statistically-based collision response method. This allows us to maintain high accuracy in important parts of the scene while achieving greater efficiency by simplifying less important parts of the simulation. The resulting system gives speedups of more than an order of magnitude on several large rigid body simulations while maintaining high accuracy in key places and capturing overall statistical behavior in other places. Also, we introduce two methods for directing pile behavior to form the desired shapes. To fill up the space inside the desired shapes and maintain the stability of the desired pile shapes, our methods analyze the configurations and status of all objects and properly select some candidates to have their degrees of freedom (DOFs) reduced. Our first method utilizes the idea of angles of repose to perform the analysis. According to the desired angle of repose, we create an additional spatial structure to track the piling status and select suitable objects to reduce their DOFs. In our second method, we adapt equilibrium analysis in a local scheme to find “stable” objects of the stacking structure. Then, we restrict their DOFs by adding constraints on them for stabilizing the structure. Overall, our directing methods generate a wider variety of piled structures than possible with strict physically-based simulation

    Realistic Hair Simulation: Animation and Rendering

    Get PDF
    International audienceThe last five years have seen a profusion of innovative solutions to one of the most challenging tasks in character synthesis: hair simulation. This class covers both recent and novel research ideas in hair animation and rendering, and presents time tested industrial practices that resulted in spectacular imagery

    An investigation of hair modelling and rendering techniques with emphasis on African hairstyles

    Get PDF
    Many computer graphics applications make use of virtual humans. Methods for modelling and rendering hair are needed so that hairstyles can be added to the virtual humans. Modelling and rendering hair is challenging due to the large number of hair strands and their geometric properties, the complex lighting effects that occur among the strands of hair, and the complexity and large variation of human hairstyles. While methods have been developed for generating hair, no methods exist for generating African hair, which differs from hair of other ethnic groups. This thesis presents methods for modelling and rendering African hair. Existing hair modelling and rendering techniques are investigated, and the knowledge gained from the investigation is used to develop or enhance hair modelling and rendering techniques to produce three different forms of hair commonly found in African hairstyles. The different forms of hair identified are natural curly hair, straightened hair, and braids or twists of hair. The hair modelling techniques developed are implemented as plug-ins for the graphics program LightWave 3D. The plug-ins developed not only model the three identified forms of hair, but also add the modelled hair to a model of a head, and can be used to create a variety of African hairstyles. The plug-ins significantly reduce the time spent on hair modelling. Tests performed show that increasing the number of polygons used to model hair increases the quality of the hair produced, but also increases the rendering time. However, there is usually an upper bound to the number of polygons needed to produce a reasonable hairstyle, making it feasible to add African hairstyles to virtual humans. The rendering aspects investigated include hair illumination, texturing, shadowing and antialiasing. An anisotropic illumination model is developed that considers the properties of African hair, including the colouring, opacity and narrow width of the hair strands. Texturing is used in several instances to create the effect of individual strands of hair. Results show that texturing is useful for representing many hair strands because the density of the hair in a texture map does not have an effect on the rendering time. The importance of including a shadowing technique and applying an anti-aliasing method when rendering hair is demonstrated. The rendering techniques are implemented using the RenderMan Interface and Shading Language. A number of complete African hairstyles are shown, demonstrating that the techniques can be used to model and render African hair successfully.GNU Ghostscript 7.0
    corecore