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Deformable Physics
Sof oft-Bod ody y Dy Dyna namics cs Deformable Objects A - - PowerPoint PPT Presentation
Deformable Physics Sof oft-Bod ody y Dy Dyna namics cs Deformable Objects A difficult problem Lots of specific solutions but no accepted general best method Applies to: Soft bodies incl. character animation Destruction Fluid
Deformable Physics
Used in LucasArts’ "Star Wars: The Force Unleashed".
Alan H. Barr, Global and Local Deformations of Solid Primitives, Computer Graphics (Proceedings of SIGGRAPH 84). 18(3), pp. 21-30, 1984.
Global FFD Local FFD
Thomas W. Sederberg, Scott R. Parry, Free-Form Deformation of Solid Geometric Models, Computer Graphics (Proceedings of SIGGRAPH 86). 20(4), pp. 151-160, 1986.
Sabine Coquillart, Extended Free-Form Deformation: A Sculpturing Tool for 3D Geometric Modeling,Computer Graphics (Proceedings of SIGGRAPH 90). 24(4), pp. 187-196, 1990.
Working with control points can be awkward Apply (displacement) constraints directly to surface William M. Hsu, John F. Hughes, Henry Kaufman, Direct manipulation of free-form deformations, Computer Graphics (Proceedings of SIGGRAPH 92). 26(2), pp. 177-184, 1992.
Karan Singh, Eugene L. Fiume, Wires: A Geometric Deformation Technique, Proceedings
Major contribution to physically based deformable models in graphics Lagrangian derivation of eqns of motion
) , ( ) ( t r t E t t t f r r r
Net externally applied forces Net instantaneous potential energy Damping density Mass density of body at a r(a, t): position of particle a at time time Terzopoulos, D., Platt, J., Barr, A., and Fleischer, K. Elastically Deformable Models, ACM SIGGRAPH 87, 205-214, 1987.
E.g. Finite element simulation Strive for accuracy Generally very slow Sometimes do not converge to a solution Don’t discern if the visual response is appealing – often provide
Visualization is somewhat different from computer graphics
Animators don’t use techniques if the previews are too expensive.
Efficiency Most of the time is going to be used in the rendering process (especially in games). Interactive responses Low latency Visual and haptic minimum frequency constrains Stability Must guarantee stability If the model blows up we lose immersion Realism Interactivity vs. accuracy Plausibility vs. accuracy
A mesh joins the object nodes Large deformations are hard to simulate (fluids) Object boundary is explicitly calculated Mesh elements: segments, triangles, tetrahedrons, hexahedrons… Example: Mass-spring systems
No explicit mesh connecting particles Difficult to compute the object’s boundary (hard to draw) Suitable for large deformation: like fluids Example: SPH
Current state depends only on past states Faster Not unconditionally stable
current state depends on past states and on the current state Requires solving a system of equations Generally slower Adds artificial damping (depending on the object properties) Unconditionally stable
t m t
1 i 1 i 1 i 1 i i 1 i
f v v v x x t m t
i 1 i 1 i i i 1 i
f v v v x x
Damping force (for now, lets just use viscous drag - effectively damps oscillation and other motions)
spring spring
drag drag
From erleben et al ch 8
i i i 1 i 1 i
Leads to instability if step-size is too high particle will diverge Not unconditionally stable
A velocity-free formulation (velocity implicitly represented by current and previous positions) in code (store current x and previous x): x = 2*x – x_prev + a *h^2; x_prev = x;
2a
See; Jakobsen GDC 2001 talk: Advanced Character Physics http://www.floatingorigin.com/mirror/jacobson_01.shtml
mass-spring model to describe rigid cloth behaviour” Graphics Interface 2001, pp147-154
Springs chosen in a certain structure to model deformable dynamic properties verlet integration An adaptive technique; Dynamic inverse procedure applied to cap deformations for excessive deformation rates More detail on Verlet: http://wapedia.mobi/en/Verlet_integration
1 - neighbourhood 2 - neighbourhood
David Baraff, Andrew Witkin Large Steps in Cloth Simulation Siggraph 1998 http://ai.stanford.edu/~latombe/cs99k/ 2000/cloth.pdf
The difference in the two methods is that the forward method’s step is based solely on conditions at time t0 while the backward method’s step is written in terms of conditions at the terminus of the step itself.4
In addition to shearing diagonals we need spatial diagonals that counter volume loss
Mesh points in between grid nodes are updated by trilinear interpolation
Mesh coupling
Muller, M., Teschner, M., and Gross, M. Physically- Based Simulation of Objects Represented by Surface Meshes. In Proceedings of the Computer Graphics international 2004.
http://tetgen.berlios.de/