20,861 research outputs found

    Physically-based modelling techniques for movement synthesis and animation

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    International audienceAmong the many physically-based modelling techniques, various have been designed in computer graphics for movement synthesis and animation. In this text, we present the main of them based more on the types of principles and techniques than on the type of objects: particle-based methods (particles systems, particle modelling, mass-interaction generic formalism, smooth particles), numerical resolution of mathematical continuous equations, solid-based methods (finite elements method, solid physics)

    Posing 3D Models from Drawing

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    Inferring the 3D pose of a character from a drawing is a complex and under-constrained problem. Solving it may help automate various parts of an animation production pipeline such as pre-visualisation. In this paper, a novel way of inferring the 3D pose from a monocular 2D sketch is proposed. The proposed method does not make any external assumptions about the model, allowing it to be used on different types of characters. The inference of the 3D pose is formulated as an optimisation problem and a parallel variation of the Particle Swarm Optimisation algorithm called PARAC-LOAPSO is utilised for searching the minimum. Testing in isolation as well as part of a larger scene, the presented method is evaluated by posing a lamp, a horse and a human character. The results show that this method is robust, highly scalable and is able to be extended to various types of models

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface

    Scalable partitioning for parallel position based dynamics

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    We introduce a practical partitioning technique designed for parallelizing Position Based Dynamics, and exploiting the ubiquitous multi-core processors present in current commodity GPUs. The input is a set of particles whose dynamics is influenced by spatial constraints. In the initialization phase, we build a graph in which each node corresponds to a constraint and two constraints are connected by an edge if they influence at least one common particle. We introduce a novel greedy algorithm for inserting additional constraints (phantoms) in the graph such that the resulting topology is q-colourable, where ˆ qˆ ≥ 2 is an arbitrary number. We color the graph, and the constraints with the same color are assigned to the same partition. Then, the set of constraints belonging to each partition is solved in parallel during the animation phase. We demonstrate this by using our partitioning technique; the performance hit caused by the GPU kernel calls is significantly decreased, leaving unaffected the visual quality, robustness and speed of serial position based dynamics

    Ant Tribe

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    Ant Tribe describes the post-80s generation university graduates who live together in poor conditions without Social security in communities around China\u27s major metropolises. They dream of a better life in big cities but struggle with low-paying jobs. These struggling elites have become the fourth weak Social group, after peasants, migrant workers and unemployed people. The reason why these college graduates are compared to ants is that they are like ants: clever, hardworking, politically weak and living in groups. The real world is always different from the ideal world of the Ant Tribe in China. They often lose their purposes in a complex society. It is more important for them to recognize the distance between the real and imaginary in order to rethink whether it is a right choice to stay in a big city and try to realize their dreams. The intention of the Ant Tribe installation is to explore the process and concept of changing between the real and fantasy. In the installation, I hope to portray the Ant Tribe phenomenon widely and deeply from an artist\u27s perspective. The most important thing for me is using my artistic practice to investigate the power of the media over the contemporary subject in order to activate the viewers to question some Social issues regarding humanity consciousness. My artwork should be thought - provoking for them. I would like to use my visual language to convey specific Social issues to inquire how far the viewers are from their dreams. I hope they think about themselves in their complex society physically and psychologically when they go through my work

    Overview of crowd simulation in computer graphics

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    High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added
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