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.
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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