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Physics-based Simulation For offline animation (e.g., motion - PowerPoint PPT Presentation

Emphasis this quarter: Physics-based Simulation For offline animation (e.g., motion pictures) For interactive animation (e.g., games) For multi-sensory feedback (e.g., surgical sim) For new applications Physics-based design and


  1. Emphasis this quarter: Physics-based Simulation –For offline animation (e.g., motion pictures) –For interactive animation (e.g., games) –For multi-sensory feedback (e.g., surgical sim) –For new applications • Physics-based design and fabrication • Robotic planning • Machine learning, e.g., synthetic datasets –For whatever you want … � Hands-on Approach!

  2. Personal teaching history…

  3. Personal teaching history…

  4. Personal teaching history…

  5. Personal teaching history…

  6. Personal teaching history…

  7. Personal teaching history…

  8. Example Assignment: Robust Collision Processing ("The Spaghetti Factory") http://www.cs.cornell.edu/courses/cs5643/2010sp/a2Spaghetti/

  9. Example Assignment: Robust Collision Processing ("The Spaghetti Factory") http://www.cs.cornell.edu/courses/cs5643/2010sp/a2Spaghetti/

  10. Example Assignment: Robust Collision Processing ("The Spaghetti Factory") http://www.cs.cornell.edu/courses/cs5643/2010sp/a2Spaghetti/

  11. Example Assignment: Robust Collision Processing ("The Spaghetti Factory") http://www.cs.cornell.edu/courses/cs5643/2010sp/a2Spaghetti/

  12. Topics �

  13. Visual Effects SCANLINE VFX “Battleship,” Universal Pictures 2012

  14. Particle Systems http://www.cs.unc.edu/~davemc/Particle/

  15. Particle Systems Lagoa [Reeves 1983]

  16. Particle-based Fluids Position Based Fluids [Macklin & Müller 2013]

  17. Deformable Models

  18. Constraints [Sueda et al. 2012]

  19. Hair Animation [Selle et al. 2008] From “Tangled” [Disney]

  20. Hair Animation Adaptive Nonlinearity for Collisions in Complex Rod Assemblies [Kaufman et al. 2014] http://www.cs.columbia.edu/cg/adonis/

  21. Yarn-level Cloth

  22. Yarn-level Cloth [Kaldor et al. 2010]

  23. [Kaldor et al. 2010]

  24. Stitch Meshes [Yuksel et al. 2012]

  25. Collision Detection & Resolution [James and Pai 2004]

  26. Collision Detection & Resolution [Barbic and James 2010]

  27. Energy-based Self-Collision Culling for Arbitrary Mesh Deformations [Zheng & James 2012]

  28. Contact • Contact formulations • Friction • Constraint solvers

  29. Rigid Bodies

  30. Deformable Characters

  31. More Fluids

  32. More Fluids

  33. “Schrödinger’s Smoke” Schrödinger’s Smoke [Chern et al. 2016] https://youtu.be/5C9BLAXCe1I?t=1m43s

  34. Turbulence Wavelet Turbulence [Kim et al. 2008]

  35. Smoke Control

  36. Where there’s smoke there’s...

  37. All together now …

  38. All together now …

  39. Game Physics

  40. GPU-based Physics NVIDIA FLEX, 2014

  41. Simulating Natural Phenomena A material point method for snow simulation [Stomakhin et al. 2013]

  42. Rigid Fluid

  43. Physically Based Sound

  44. Physically Based Sound

  45. Physically Based Sound

  46. What’s next • Read Baraff and Witkin course notes • Start Thursday � • Programming Projects (Tentative) 1. Particle-based fluids 2. Elastic rods (Hair + Yarn-level cloth) 3. Collisions & contact 4. Final project (student's choice) • Think about what you’d like to do

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