Generalized Implicit Functions for Computer Graphics by Stan - - PowerPoint PPT Presentation

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Generalized Implicit Functions for Computer Graphics by Stan - - PowerPoint PPT Presentation

Generalized Implicit Functions for Computer Graphics by Stan Sclaroff & Alex Pentland of MIT presented at SIGGRAPH in July 1991 The Problem The problem is common Detection and characterization of collisions is a common problem in both


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SLIDE 1

Generalized Implicit Functions for Computer Graphics

by Stan Sclaroff & Alex Pentland of MIT

presented at SIGGRAPH in July 1991

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SLIDE 2

The Problem

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SLIDE 3

The problem is common

  • Detection and characterization of

collisions is a common problem in both graphics and simulation

  • Standard representations of polygons/

splines/curves are not suited for collision detection

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SLIDE 4

The problem is also complex & costly

  • the complexity of the problem is O(nm) (n

= number of polygons, m = points to be considered after pruning)

  • collision detection is one of the most

costly problems in graphics applications (particularly games)

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SLIDE 5

The (Proposed) Solution

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SLIDE 6

Implicit function representation (spheres, superquadrics)

  • O(m) complexity
  • allows for better characterization of

surfaces, leading to improved simulation

  • f multibody collision
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SLIDE 7

What needs to be done

  • Generalize implicit functions for general

shapes

  • Fit these functions to three-dimensional

points

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SLIDE 8

What are generalized implicit functions?

  • Defines a function as a level set of a

function f(x), usually f(x) = 0

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SLIDE 9

Example

  • (x^2)+(y^2)+(z^2)-(r^2) = 0 (a sphere)
  • The above function defines the boundary of a

sphere

  • Can also apply rotation, translation operators
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SLIDE 10

Example function (x^2)+(y^2)+(z^2)-(r^2) = 0

  • To detect a collision between a point and

the surface, substitute X=(x,y,z) into the function

– If negative, point is inside the surface and collision has occured

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SLIDE 11

So how do we generalize this further?

– Apply deformation matrix D to point x (on top

  • f rotations, translations)

– D should be invertible – D is based on parameters u, which are the parameters of various free vibration modes – Leave center of mass and vibration fixed

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SLIDE 12

How do we generalize this yet further?

  • Set f(x) = d, where d is a "displacement

function“

– displacement function is based on n, omega, the point's coordinates on the surface's parametric space – This displaces the surface along the surface normal before applying the deformation matrix

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SLIDE 13

Figure 1: Two frames from a physically-based animation in which seashell like shapes drop through water and come to rest.

Example from ThingWorld

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SLIDE 14

3D Data Fitting

  • Using point data, create a generalized implicit function
  • Need to find mapping between X and X~, points before/after

deformation and displacement

  • Can compute Jacobian of D using finite differences, and

then estimate (Newton's method) to find u parameters

  • Use residual differences to compute displacement map d
  • Solve for the displacement map value using least-squares

analysis

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SLIDE 15

Example from ThingWorld

Figure 2: Two frames from a physically-based animation in which a head deforms in response to getting bonked.

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SLIDE 16

Results

  • These methods help make real-time,

non-rigid simulations possible

  • Reduces cost of contact detection,

physical simulation

  • Can easily convert raw data to an implicit

function for simulation purposes.