520 research outputs found

    Real-Time Collision Detection for Deformable Characters with Radial Fields

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    Many techniques facilitate real-time collision detection against complex models. These typically work by pre-computing information about the spatial distribution of geometry into a form that can be quickly queried. When models deform though, expensive pre-computations are impractical. We present radial fields: a variant of distance fields parameterised in cylindrical space, rather than Cartesian space. This 2D parameterisation significantly reduces the memory and computation requirements of the field, while introducing minimal overhead in collision detection tests. The interior of the mesh is defined implicitly for the entire domain. Importantly, it maps well to the hardware rasteriser of the GPU. Radial fields are much more application-specific than traditional distance fields. For these applications - such as collision detection with articulated characters - however, the benefits are substantial

    Real-time simulation and visualisation of cloth using edge-based adaptive meshes

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    Real-time rendering and the animation of realistic virtual environments and characters has progressed at a great pace, following advances in computer graphics hardware in the last decade. The role of cloth simulation is becoming ever more important in the quest to improve the realism of virtual environments. The real-time simulation of cloth and clothing is important for many applications such as virtual reality, crowd simulation, games and software for online clothes shopping. A large number of polygons are necessary to depict the highly exible nature of cloth with wrinkling and frequent changes in its curvature. In combination with the physical calculations which model the deformations, the effort required to simulate cloth in detail is very computationally expensive resulting in much diffculty for its realistic simulation at interactive frame rates. Real-time cloth simulations can lack quality and realism compared to their offline counterparts, since coarse meshes must often be employed for performance reasons. The focus of this thesis is to develop techniques to allow the real-time simulation of realistic cloth and clothing. Adaptive meshes have previously been developed to act as a bridge between low and high polygon meshes, aiming to adaptively exploit variations in the shape of the cloth. The mesh complexity is dynamically increased or refined to balance quality against computational cost during a simulation. A limitation of many approaches is they do not often consider the decimation or coarsening of previously refined areas, or otherwise are not fast enough for real-time applications. A novel edge-based adaptive mesh is developed for the fast incremental refinement and coarsening of a triangular mesh. A mass-spring network is integrated into the mesh permitting the real-time adaptive simulation of cloth, and techniques are developed for the simulation of clothing on an animated character

    Animation, Simulation, and Control of Soft Characters using Layered Representations and Simplified Physics-based Methods

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    Realistic behavior of computer generated characters is key to bringing virtual environments, computer games, and other interactive applications to life. The plausibility of a virtual scene is strongly influenced by the way objects move around and interact with each other. Traditionally, actions are limited to motion capture driven or pre-scripted motion of the characters. Physics enhance the sense of realism: physical simulation is required to make objects act as expected in real life. To make gaming and virtual environments truly immersive,it is crucial to simulate the response of characters to collisions and to produce secondary effects such as skin wrinkling and muscle bulging. Unfortunately, existing techniques cannot generally achieve these effects in real time, do not address the coupled response of a character's skeleton and skin to collisions nor do they support artistic control. In this dissertation, I present interactive algorithms that enable physical simulation of deformable characters with high surface detail and support for intuitive deformation control. I propose a novel unified framework for real-time modeling of soft objects with skeletal deformations and surface deformation due to contact, and their interplay for object surfaces with up to tens of thousands of degrees of freedom.I make use of layered models to reduce computational complexity. I introduce dynamic deformation textures, which map three dimensional deformations in the deformable skin layer to a two dimensional domain for extremely efficient parallel computation of the dynamic elasticity equations and optimized hierarchical collision detection. I also enhance layered models with responsive contact handling, to support the interplay between skeletal motion and surface contact and the resulting two-way coupling effects. Finally, I present dynamic morph targets, which enable intuitive control of dynamic skin deformations at run-time by simply sculpting pose-specific surface shapes. The resulting framework enables real-time and directable simulation of soft articulated characters with frictional contact response, capturing the interplay between skeletal dynamics and complex,non-linear skin deformations

    Vector offset operators for deformable organic objects.

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    Many natural materials and most of living tissues exhibit complex deformable behaviours that may be characteriseda s organic. In computer animation, deformable organic material behaviour is needed for the development of characters and scenes based on living creatures and natural phenomena. This study addresses the problem of deformable organic material behaviour in computer animated objects. The focus of this study is concentrated on problems inherent in geometry based deformation techniques, such as non-intuitive interaction and difficulty in achieving realism. Further, the focus is concentrated on problems inherent in physically based deformation techniques, such as inefficiency and difficulty in enforcing spatial and temporal constraints. The main objective in this study is to find a general and efficient solution to interaction and animation of deformable 3D objects with natural organic material properties and constrainable behaviour. The solution must provide an interaction and animation framework suitable for the creation of animated deformable characters. An implementation of physical organic material properties such as plasticity, elasticity and iscoelasticity can provide the basis for an organic deformation model. An efficient approach to stress and strain control is introduced with a deformation tool named Vector Offset Operator. Stress / strain graphs control the elastoplastic behaviour of the model. Strain creep, stress relaxation and hysteresis graphs control the viscoelastic behaviour of the model. External forces may be applied using motion paths equipped with momentum / time graphs. Finally, spatial and temporal constraints are applied directly on vector operators. The suggested generic deformation tool introduces an intermediate layer between user interaction, deformation, elastoplastic and viscoelastic material behaviour and spatial and temporal constraints. This results in an efficient approach to deformation, frees object representation from deformation, facilitates the application of constraints and enables further development

    General Dynamic Surface Reconstruction: Application to the 3D Segmentation of the Left Ventricle

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    Aquesta tesi descriu la nostra contribució a la reconstrucció tridimensional de les superfícies interna i externa del ventricle esquerre humà. La reconstrucció és un primer procés dins d'una aplicació global de Realitat Virtual dissenyada com una important eina de diagnòstic per a hospitals. L'aplicació parteix de la reconstrucció de les superfícies i proveeix a l'expert de manipulació interactiva del model en temps real, a més de càlculs de volums i de altres paràmetres d'interès. El procés de recuperació de les superfícies es caracteritza per la seva velocitat de convergència, la suavitat a les malles finals i la precisió respecte de les dades recuperades. Donat que el diagnòstic de patologies cardíaques requereix d'experiència, temps i molt coneixement professional, la simulació és un procés clau que millora la eficiència.Els nostres algorismes i implementacions han estat aplicats a dades sintètiques i reals amb diferències relatives a la quantitat de dades inexistents, casuístiques presents a casos patològics i anormals. Els conjunts de dades inclouen adquisicions d'instants concrets i de cicles cardíacs complets. La bondat del sistema de reconstrucció ha estat avaluada mitjançant paràmetres mèdics per a poder comparar els nostres resultats finals amb aquells derivats a partir de programari típic utilitzat pels professionals de la medicina.A més de l'aplicació directa al diagnòstic mèdic, la nostra metodologia permet reconstruccions de tipus genèric en el camp dels Gràfics 3D per ordinador. Les nostres reconstruccions permeten generar models tridimensionals amb un baix cost en quant a la interacció manual necessària i a la càrrega computacional associada. Altrament, el nostre mètode pot entendre's com un robust algorisme de triangularització que construeix superfícies partint de núvols de punts que poden obtenir-se d'escàners làser o sensors magnètics, per exemple.Esta tesis describe nuestra contribución a la reconstrucción tridimensional de las superficies interna y externa del ventrículo izquierdo humano. La reconstrucción es un primer proceso que forma parte de una aplicación global de Realidad Virtual diseñada como una importante herramienta de diagnóstico para hospitales. La aplicación parte de la reconstrucción de las superficies y provee al experto de manipulación interactiva del modelo en tiempo real, además de cálculos de volúmenes y de otros parámetros de interés. El proceso de recuperación de las superficies se caracteriza por su velocidad de convergencia, la suavidad en las mallas finales y la precisión respecto de los datos recuperados. Dado que el diagnóstico de patologías cardíacas requiere experiencia, tiempo y mucho conocimiento profesional, la simulación es un proceso clave que mejora la eficiencia.Nuestros algoritmos e implementaciones han sido aplicados a datos sintéticos y reales con diferencias en cuanto a la cantidad de datos inexistentes, casuística presente en casos patológicos y anormales. Los conjuntos de datos incluyen adquisiciones de instantes concretos y de ciclos cardíacos completos. La bondad del sistema de reconstrucción ha sido evaluada mediante parámetros médicos para poder comparar nuestros resultados finales con aquellos derivados a partir de programario típico utilizado por los profesionales de la medicina.Además de la aplicación directa al diagnóstico médico, nuestra metodología permite reconstrucciones de tipo genérico en el campo de los Gráficos 3D por ordenador. Nuestras reconstrucciones permiten generar modelos tridimensionales con un bajo coste en cuanto a la interacción manual necesaria y a la carga computacional asociada. Por otra parte, nuestro método puede entenderse como un robusto algoritmo de triangularización que construye superficies a partir de nubes de puntos que pueden obtenerse a partir de escáneres láser o sensores magnéticos, por ejemplo.This thesis describes a contribution to the three-dimensional reconstruction of the internal and external surfaces of the human's left ventricle. The reconstruction is a first process fitting in a complete VR application that will serve as an important diagnosis tool for hospitals. Beginning with the surfaces reconstruction, the application will provide volume and interactive real-time manipulation to the model. We focus on speed, precision and smoothness for the final surfaces. As long as heart diseases diagnosis requires experience, time and professional knowledge, simulation is a key-process that enlarges efficiency.The algorithms and implementations have been applied to both synthetic and real datasets with differences regarding missing data, present in cases where pathologies and abnormalities arise. The datasets include single acquisitions and complete cardiac cycles. The goodness of the reconstructions has been evaluated with medical parameters in order to compare our results with those retrieved by typical software used by physicians.Besides the direct application to medicine diagnosis, our methodology is suitable for generic reconstructions in the field of computer graphics. Our reconstructions can serve for getting 3D models at low cost, in terms of manual interaction and CPU computation overhead. Furthermore, our method is a robust tessellation algorithm that builds surfaces from clouds of points that can be retrieved from laser scanners or magnetic sensors, among other available hardware

    A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint

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    3D shape editing is widely used in a range of applications such as movie production, computer games and computer aided design. It is also a popular research topic in computer graphics and computer vision. In past decades, researchers have developed a series of editing methods to make the editing process faster, more robust, and more reliable. Traditionally, the deformed shape is determined by the optimal transformation and weights for an energy term. With increasing availability of 3D shapes on the Internet, data-driven methods were proposed to improve the editing results. More recently as the deep neural networks became popular, many deep learning based editing methods have been developed in this field, which is naturally data-driven. We mainly survey recent research works from the geometric viewpoint to those emerging neural deformation techniques and categorize them into organic shape editing methods and man-made model editing methods. Both traditional methods and recent neural network based methods are reviewed
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