Physically-Based Modeling, Simulation and Animation Ming C. Lin [email protected] http://www.cs.unc.edu/~lin http://gamma.cs.unc.edu/ GAMMA Research Group Geometric Algorithms for Motion, Modeling and Animation.

Download Report

Transcript Physically-Based Modeling, Simulation and Animation Ming C. Lin [email protected] http://www.cs.unc.edu/~lin http://gamma.cs.unc.edu/ GAMMA Research Group Geometric Algorithms for Motion, Modeling and Animation.

Physically-Based Modeling,
Simulation and Animation
Ming C. Lin
[email protected]
http://www.cs.unc.edu/~lin
http://gamma.cs.unc.edu/
GAMMA Research Group
Geometric Algorithms for Motion,
Modeling and Animation
Faculty
• Ming C. Lin
• Dinesh Manocha
Graduate Students
•
•
•
•
•
•
•
Lakulish Antani
Abhinav Golas
Anish Chandak
Russell Gayle (DOE Fellow)
Stephen Guy (Intel Fellow)
Sean Curtis
Christian Lauterbach
Huai-Ping Lee
• Ravish Mehra
• Paul Merrell
• Qi Mo
Graduate Students
•
•
•
•
•
•
•
•
•
•
•
Will Moss
Rahul Narain (Intel Fellow)
Nikunj Raghuvanshi
Zhimin Ren
Jason Sewall (CS Alumni Fellow)
Jamie Snape
Micah Taylor
David Wilkie
Yero Heh
Liangjun Zhang (NSF-CI Fellow)
Yu Zheng
Current Research Interests
• Physics-Based Modeling, Simulation
and Animation
• Robot Algorithms in Physical World and
Virtual Environments
• Multi-sensory Interaction & Applications
• General Purpose Computing on GPUs
• Rendering Acceleration Techniques for
Massive Models
• Geometric and Solid Modeling
Physically-Based Modeling,
Simulation and Animation
• Interactive Proximity Queries
– fast collision detection for flexible bodies
– physically-based geometric algorithms
• Framework for Automatic
Simplification of Dynamic Simulation
– metrics & switching btw simultion LODs
• Simulation of Flexible Bodies and
Natural Phenomena
Our Recent Work
• Computation of gen. Voronoi diagram &
proximity queries using graphics processors
http://gamma.cs.unc.edu/{voronoi,PIVOT,CULLIDE,DiFi}
• Interactive collision detection
gamma.cs.unc.edu/Collision_mpeg/collision.html
• Simulation Level of Detail
gamma.cs.unc.edu/SLOD, gamma.cs.unc.edu/HSLOD
• Modeling deformable bodies & nature
gamma.cs.unc.edu/{ffd, fem, DDF, HAIR, ICE, HYB_ICE,
LIGHTNING, QCULLIDE}
• 3D polyhedral morphing
gamma.cs.unc.edu/3Dmorphing
Simulation of Dendritic Ice Growth
http://gamma.cs.unc.edu/ICE
http://gamma.cs.unc.edu/HYB_ICE
[Kim & Lin, SCA 2003; SCA 2004; SCA 2006]
A Physically-based Lightning Model
• Based on dielectric breakdown
model for electric discharge
• Animation of sustained electrical
streams by solving a simplified
Helmholtz Eqn. for propagating
electromagnetic waves
• A fast, accurate rendering method
using a convolution kernel
• A parameterization that enables
simple artistic control
http://gamma.cs.unc.edu/LIGHTNING
[Kim & Lin, Pacific Graphics 2004]
Hair Simulation Using LODs
http://gamma.cs.unc.edu/HSLOD
http://gamma.cs.unc.edu/HAIR
http://gamma.cs.unc.edu/HairWS
[Ward, et al, CASA 2003; PG 2003; CASA 2004]
Adaptive Dynamics
• Automatic simplification of forward dynamics for
articulated bodies based on motion error metrics
using a hybrid-body representation, achieving up to
two orders of magnitude performance gain
[Redon, Galoppo, Lin; SIGGRAPH 2005]
Collision Detection Using GPU
• Applicable to deformable & breakable objects with
changing topology
• Use occlusion culling for collision tests
• Unified framework for both intra- and inter- object
collision culling
http://gamma.cs.unc.edu/CULLIDE/
http://gamma.cs.unc.edu/RCULLIDE/
http://gamma.cs.unc.edu/QCULLIDE/
http://gamma.cs.unc.edu/CDCD/
[Govindaraju, et al, GH’03; VRST’04; VR’05; SIGGRAPH’05]
Collision Detection for Deformable
Models using Chromatic Decomposition.
http://gamma.cs.unc.edu/CDCD/
[Govindaraju, et al; SIGGRAPH 2005]
Fast 3D Distance Field
Computation using GPU
http://gamma.cs.unc.edu/DiFi
[Sud, et al.; Eurographics 2004]
Constraint-based Planning
Application to Car Painting (Left) & Assembly (Right)
http://gamma.cs.unc.edu/{cplan,DiFi}
Computation using GPU
Penetration Depth Computation
Dynamic Simulation
Virtual Prototyping
Haptic
Rendering
http://gamma.cs.unc.edu/DEEP
http://gamma.cs.unc.edu/PD
PIVOT: Simulation of Randomly
Moving Gears & Letter Blocks
http://gamma.cs.unc.edu/PIVOT
Multires Collision Detection
• Introduction of Dual-Hierarchy
• Contact-dependent Simplification: use of
“contact level-of-detail”
http://gamma.cs.unc.edu/CLOD
http://gamma.cs.unc.edu/MRC
[Otaduy & Lin, SGP’03; Yoon, et al, SGP’04]
Simulation of Deformable Bodies
Video demonstrations available at:
http://gamma.cs.unc.edu/DDF
Fast Contact Handling Using
Dynamic Deformation Textures
http://gamma.cs.unc.edu/ABDefo/
http://gamma.cs.unc.edu/D2T/
Texturing Fluids
http://gamma.cs.unc.edu/TexturingFluids/
http://gamma.cs.unc.edu/DTS_FLOW/
More Fluids
• Explosion & Compressible Fluids
[ACM SIGGRAPH/EG Symposium on
Computer Animation]
http://gamma.cs.unc.edu/SHOCK/
• Fluids in Video [Eurographics 2008]
http://gamma.cs.unc.edu/FluidInVideo
• Turbulence [SiGGRAPH Asia 2008]
http://gamma.cs.unc.edu/turbulence/
Research Challenges
• Real-time modeling, cutting, and
control of deformable materials (e.g.
soft tissues & organs, fibrin fibers in
blood flow, virtual clay)
• Interactive simulation & rendering
using LOD representations
• Simulation of water droplets,
ice/lightning/snow formation/melting,
interface between fluid+deformable,
etc.
Future Applications
• Virtual scultping
• Real-time interaction with VEs
• Task training & rehearsal, prototyping of
experimentation, etc.
• Surgical training system: modeling virtual sinus
• nanoSimulator: better behavior modeling through
realistic interaction & manipulation
• Modeling and simulation of fibrin fibers
• CG special effects
System Demonstrations
Check out the video clips & papers at
http://gamma.cs.unc.edu/collide
http://gamma.cs.unc.edu/simulation
And
http://www.cs.unc.edu/~lin/
Current Research Interests
• Physics-Based Modeling, Simulation
and Animation
• Robot Algorithms in Physical World and
Virtual Environments
• Multi-sensory Interaction & Applications
• General Purpose Computing on GPUs
• Rendering Acceleration Techniques for
Massive Models
• Geometric and Solid Modeling
Robot Algorithms for Physical
World & Virtual Environments
• Motion Planning with Multiple
Degrees of Freedom and Constraints
– acquiring real-world data for IBR/VBR
– task planning of autonomous characters
– high-level motion generation
– navigation toolkit for virtual environments
– manipulation of flexible plates/materials for
medical tool design and surgical planning
maintainability study of parts
– computer-assisted parts assembly
Real-time Motion Planning:
Dynamic Scene
Plan motion of music stand
around moving furniture
Distance buffer of floor-plan
used as potential field
http://gamma.cs.unc.edu/planning/videos.shtml
Constraint-based Planning
Application to Car Painting (Left) & Assembly (Right)
http://gamma.cs.unc.edu/cplan
Planning of Deformable Robots
• Planning of flexible models
• Physically-based modeling
• Constraint-based planning
• Handling of both rigid and
deforming obstacles
• Use of GPU
• Fast (real-time for simpler
robots and environments)
http://gamma.cs.unc.edu/DPLAN
http://gamma.cs.unc.edu/FlexiPLAN
Real-time Motion Planning of
Multiple-Agents in Dynamic Scene
Game-Like Applications
Crowd Simulations
http://gamma.cs.unc.edu/crowd
http://gamma.cs.unc.edu/CompAgent
Research Challenges
• Planning of multiple flexible robots
• Planning with additional constraints (e.g.
visibility, distance, etc)
• Real-time controller+planner using
graphics hardware (GPU) or multi-core
architecture for model acquisition
• Incorporation of direct human interaction
• Applications to character animation,
crowd simulations, and behavior planning
of avatars
System Demonstrations
Check out the video clips & papers at
http://gamma.cs.unc.edu/planning
And
Demos in G-Lab tonight!!!
Current Research Interests
• Physics-Based Modeling, Simulation
and Animation
• Robot Algorithms in Physical World and
Virtual Environments
• Multi-sensory Interaction & Applications
• General Purpose Computing on GPUs
• Rendering Acceleration Techniques for
Massive Models
• Geometric and Solid Modeling
Multi-Sensory Interaction
http://gamma.cs.unc.edu/Sound
http://gamma.cs.unc.edu/symphony
http://gamma.cs.unc.edu/SoundingLiquids
http://gamma.cs.unc.edu/dab/
Technology Transfer
• CAD/CAM & Engineering Simulation:
MDI/Adams, Knowledge Revolution, etc.
• Computer Animation/Human Modeling:
Jack® (UPENN), Transom Technology/EAI
• Virtual Prototyping & VEs: Division,
Prosolvia, AmadaSoft, Ford, etc.
• Robotics & Automation: Kawasaki
• Interactive Games: Intel & ISV’s, Blaxxun
• Medical Simulation: ADAC Lab
Collaborators
• Robotics: HRL, Stanford University
• Interactive Games: Intel & ISVs
• Haptics: SensAble, Immersion, etc.
• Virtual Prototyping: Boeing, Ford,
Sandia, etc.
RA Work
• Under the supervision of advisors,
– Research and understand existing work
– Design and implement new algorithms
– Test resulting systems on compelling
applications and show the validity of the
proposed approaches
– Write papers and submit them to top
conferences and journals
Required Background
• Physically-based Modeling
• Dynamic Simulation
• Computer Animation
• Robot Motion Planning
• Haptics
Supporting Field of Study
• Graphics & User Interface
• Computational Geometry
• Geometric & Solid Modeling
• Numerical Analysis
• Physics & Mechanics
• Robotics