Techniques for Animating Cloth M. Adil Yalc .n Cansn Yldz Bilkent - - PowerPoint PPT Presentation

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Techniques for Animating Cloth M. Adil Yalc .n Cansn Yldz Bilkent - - PowerPoint PPT Presentation

Techniques for Animating Cloth Techniques for Animating Cloth M. Adil Yalc .n Cansn Yldz Bilkent University CS567 - 14th December, 2009 Techniques for Animating Cloth Overview (Cansn) 1 Traditional Physical Techniques (Cansn)


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Techniques for Animating Cloth

Techniques for Animating Cloth

  • M. Adil Yalc

.ın Cansın Yıldız

Bilkent University

CS567 - 14th December, 2009

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Techniques for Animating Cloth

1

Overview (Cansın)

2

Traditional Physical Techniques (Cansın)

3

Collision Handling (Adil)

4

Geometric Techniques (Adil)

5

Parallel Techniques (Adil)

6

References

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Techniques for Animating Cloth Overview Motivation

1

Overview (Cansın) Motivation The Basics Types of Cloth Properties of Cloth Simulation

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it,

Figure: [12]

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Figure: youtube.com/watch?v=TOTKMvheXI8

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Even PC’s wear it!

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Even PC’s wear it! Non-typical clothes : Paper Figure: youtube.com/watch?v=ST18eXSjcdQ

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Even PC’s wear it! Non-typical clothes : Paper Skin Figure: [9]

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Even PC’s wear it! Non-typical clothes : Paper Skin Figure: [2]

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Even PC’s wear it! Non-typical clothes : Paper Skin Flags Figure: [20]

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Even PC’s wear it! Non-typical clothes : Paper Skin Flags Curtains - Towels Figure: [11]

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Even PC’s wear it! Non-typical clothes : Paper Skin Flags Curtains - Towels Leaves Figure: youtube.com/watch?v=dE912X2CkFs

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Even PC’s wear it! Non-typical clothes : Paper Skin Flags Curtains - Towels Leaves Simulation A topic of research since 80’s. Figure: [12]

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Even PC’s wear it! Non-typical clothes : Paper Skin Flags Curtains - Towels Leaves Simulation A topic of research since 80’s. Basically solved problem Figure: [12]

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Techniques for Animating Cloth Overview Motivation

Motivation

Cloth We wear it, Tables wear it,

Even PC’s wear it! Non-typical clothes : Paper Skin Flags Curtains - Towels Leaves Simulation A topic of research since 80’s. Basically solved problem Some unsolved fine details Figure: [12]

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Techniques for Animating Cloth Overview The Basics

Cloth

Cloth/Garment A flexible material consisting of a network of yarns.

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Techniques for Animating Cloth Overview The Basics

Cloth

Cloth/Garment A flexible material consisting of a network of yarns. Yarn Produced by spinning wool, linen, cotton or other materials.

Figure: Wool, linen and cotton

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Techniques for Animating Cloth Overview Types of Cloth

Types of Cloth

Weaving Knitting Crochet Macrame Felt

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Techniques for Animating Cloth Overview Types of Cloth

Weaving

Weaving Making woven by interlacing yarns at right angles. Warp Yarns that run length-ways of cloth. Weft Yarns that run accross from side to side.

Figure: Warp and weft

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Techniques for Animating Cloth Overview Types of Cloth

Knitting

Knitting Making clothes by loops called stitches pulled through each other.

Figure: Stitch schema and actual knit

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Techniques for Animating Cloth Overview Types of Cloth

Crochet, Macrame, and Felt

Figure: Crochet Figure: Macrame Figure: Felt

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Techniques for Animating Cloth Overview Properties of Cloth

Mechanical Properties of Cloth

Figure: Stretch,shear and bend

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Techniques for Animating Cloth Overview Properties of Cloth

Mechanical Properties of Cloth

Stretch/Compression Displacement along warp or weft direction. Can’t compress at all. Stretched to a limit of 10 percent.

Figure: Stretch,shear and bend

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Techniques for Animating Cloth Overview Properties of Cloth

Mechanical Properties of Cloth

Stretch/Compression Displacement along warp or weft direction. Can’t compress at all. Stretched to a limit of 10 percent. Shear Displacement along diagonal directions.

Figure: Stretch,shear and bend

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Techniques for Animating Cloth Overview Properties of Cloth

Mechanical Properties of Cloth

Stretch/Compression Displacement along warp or weft direction. Can’t compress at all. Stretched to a limit of 10 percent. Shear Displacement along diagonal directions. Bend Curvature of cloth surface. Easy to bend.

Figure: Stretch,shear and bend

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Techniques for Animating Cloth Overview Properties of Cloth

Visual Properties of Cloth

Figure: Drape and wrinkle

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Techniques for Animating Cloth Overview Properties of Cloth

Visual Properties of Cloth

Drape Cloth can be layed onto an object.

Figure: Drape and wrinkle

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Techniques for Animating Cloth Overview Properties of Cloth

Visual Properties of Cloth

Drape Cloth can be layed onto an object. Wrinkle Cloth has several wrinkles most of the time.

Figure: Drape and wrinkle

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Techniques for Animating Cloth Overview Simulation

Simulating Cloth Properties

Hard to simulate because it has,

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Techniques for Animating Cloth Overview Simulation

Simulating Cloth Properties

Hard to simulate because it has, Many primitives and/or nodes at model,

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Techniques for Animating Cloth Overview Simulation

Simulating Cloth Properties

Hard to simulate because it has, Many primitives and/or nodes at model, High degree of freedom at those nodes,

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Techniques for Animating Cloth Overview Simulation

Simulating Cloth Properties

Hard to simulate because it has, Many primitives and/or nodes at model, High degree of freedom at those nodes, Not perfectly elastic, has stiffness against strecth,

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Techniques for Animating Cloth Overview Simulation

Simulating Cloth Properties

Hard to simulate because it has, Many primitives and/or nodes at model, High degree of freedom at those nodes, Not perfectly elastic, has stiffness against strecth, Variety of properties.

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Techniques for Animating Cloth Overview Simulation

Simulating Cloth Properties

Hard to simulate because it has, Many primitives and/or nodes at model, High degree of freedom at those nodes, Not perfectly elastic, has stiffness against strecth, Variety of properties. Collision detection is also hard; same reasons.

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Techniques for Animating Cloth Overview Simulation

Simulating Cloth Properties

Hard to simulate because it has, Many primitives and/or nodes at model, High degree of freedom at those nodes, Not perfectly elastic, has stiffness against strecth, Variety of properties. Collision detection is also hard; same reasons. Decide between Simple Model vs. Realism.

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Techniques for Animating Cloth Overview Simulation

Physical vs. Non-Physical

Physical Techniques Geometric Techniques

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Techniques for Animating Cloth Overview Simulation

Physical vs. Non-Physical

Physical Techniques Geometric Techniques

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Techniques for Animating Cloth Overview Simulation

Physical vs. Non-Physical

Physical Techniques - simulate actual behavior Geometric Techniques

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Techniques for Animating Cloth Overview Simulation

Physical vs. Non-Physical

Physical Techniques - simulate actual behavior Geometric Techniques - fake it!

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Techniques for Animating Cloth Traditional Physical Techniques Introduction

2

Traditional Physical Techniques (Cansın) Introduction Continuum Models - Terzopoulos Energy-Based Particle Systems Model - Breen Mass-Spring Model - Provot Dealing with Time-steps - Baraff and Witkin Interactive Animation of Structured Deformable Objects - Barr

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Techniques for Animating Cloth Traditional Physical Techniques Introduction

Common Structure

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Techniques for Animating Cloth Traditional Physical Techniques Introduction

Common Structure

Model Mass Points vs. Surface Meshes.

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Techniques for Animating Cloth Traditional Physical Techniques Introduction

Common Structure

Model Mass Points vs. Surface Meshes. Simulation Force-based vs. Energy-based.

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Techniques for Animating Cloth Traditional Physical Techniques Introduction

Common Structure

Model Mass Points vs. Surface Meshes. Simulation Force-based vs. Energy-based. Integration Implicit vs. Explicit Integration.

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Techniques for Animating Cloth Traditional Physical Techniques Continuum Models - Terzopoulos

Model

Figure: Deformable Body Representation

For a point a of deformable body, Initial Position r0(a) = [r0

x (a), r0 y (a), r0 z (a)]

Time-varying Position r(a, t) = [rx(a, t), ry(a, t), rz(a, t)]

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Techniques for Animating Cloth Traditional Physical Techniques Continuum Models - Terzopoulos

Simulation and Integration

Simulate Motion: µ ∂r

∂t2 + γ ∂r ∂t + δrε(r) = f (r, t)

Position: r(a, t) Mass Density: µ(a) Energy Density: γ(a) Energy: ε(r) External Force: f (r, t)

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Techniques for Animating Cloth Traditional Physical Techniques Continuum Models - Terzopoulos

Simulation and Integration

Simulate Motion: µ ∂r

∂t2 + γ ∂r ∂t + δrε(r) = f (r, t)

Position: r(a, t) Mass Density: µ(a) Energy Density: γ(a) Energy: ε(r) External Force: f (r, t) Integrate

1 Discretisize using finite-element method 2 Numerically integrate using an implicit method

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Techniques for Animating Cloth Traditional Physical Techniques Continuum Models - Terzopoulos

Results

Figure: A flag, a soft object and a carpet from Terzopoulos’ work

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Techniques for Animating Cloth Traditional Physical Techniques Energy-Based Particle Systems Model - Breen

Model

Idea Friction between warp and weft is more important than molecular bonds So Continuum Model is not that accurate.

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Techniques for Animating Cloth Traditional Physical Techniques Energy-Based Particle Systems Model - Breen

Model

Idea Friction between warp and weft is more important than molecular bonds So Continuum Model is not that accurate. Model Use Particle Systems instead. Intersection points of warps and wefts is the particles.

Figure: Particle representation of a woven cloth

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Techniques for Animating Cloth Traditional Physical Techniques Energy-Based Particle Systems Model - Breen

Simulation and Integration

Simulate Energy: Ui = Urepeli +Ustretchi +Usheari +Ubendi +Ugravityi

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Techniques for Animating Cloth Traditional Physical Techniques Energy-Based Particle Systems Model - Breen

Simulation and Integration

Simulate Energy: Ui = Urepeli +Ustretchi +Usheari +Ubendi +Ugravityi Use Kawabata system to derive Ui.

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Techniques for Animating Cloth Traditional Physical Techniques Energy-Based Particle Systems Model - Breen

Simulation and Integration

Simulate Energy: Ui = Urepeli +Ustretchi +Usheari +Ubendi +Ugravityi Use Kawabata system to derive Ui. Integrate Let Free Fall Minimize energy: Stochastic Gradient Descent

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Techniques for Animating Cloth Traditional Physical Techniques Energy-Based Particle Systems Model - Breen

Results

Figure: Actual vs. simulated cloth drapes from Breen’s work

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Model

Idea @Terzopolous Cloth is not perfectly elastic. A stiffness property should be added for especially pinned clothes. @Breen Static simulation is not enough. Animation should be handled.

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Model

Idea @Terzopolous Cloth is not perfectly elastic. A stiffness property should be added for especially pinned clothes. @Breen Static simulation is not enough. Animation should be handled. Model Use Particle Systems. Bind particles to each other using Mass-Spring Model.

Figure: Structure shear and flex springs

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Simulation

Simulate Force: Ftotal = Fexternal + Finternal

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Simulation

Simulate Force: Ftotal = Fexternal + Finternal Fexternal: gravity, wind, drag, etc.

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Simulation

Simulate Force: Ftotal = Fexternal + Finternal Fexternal: gravity, wind, drag, etc. Finternal : F = k ∗ x

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Simulation - Internal Forces

Specify ”distance” constraint using flexible spring model...

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Simulation - Internal Forces

Specify ”distance” constraint using flexible spring model...

Structural springs : Sheet-like property

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Simulation - Internal Forces

Specify ”distance” constraint using flexible spring model...

Structural springs : Sheet-like property Sheer springs : Resist shearing

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Simulation - Internal Forces

Specify ”distance” constraint using flexible spring model...

Structural springs : Sheet-like property Sheer springs : Resist shearing Bend (flexion) springs : Resist bending

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Simulation - Internal Forces

Specify ”distance” constraint using flexible spring model...

Structural springs : Sheet-like property Sheer springs : Resist shearing Bend (flexion) springs : Resist bending

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Integration

Integrate Using basic Euler integration method. ai,j(t + δt) = 1

mFi,j(t)

vi,j(t + δt) = vi,jx(t) + δtxai,j(t + δt) Pi,j(t + δt) = Pi,j + δtxvi,j(t + δt)

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Techniques for Animating Cloth Traditional Physical Techniques Mass-Spring Model - Provot

Post-Processing - Stiffness

Stiffness Force shear and structural springs to not exceed 10 percent.

Figure: Without stiffness constraint vs. with stiffness constraint.

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Techniques for Animating Cloth Traditional Physical Techniques Dealing with Time-steps - Baraff and Witkin

The Time-Step Problem

Large time-steps ⇒ Fast, but unstable Small time-steps ⇒ Stable, but slow

Figure: With large time-step Figure: With small time-step

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Techniques for Animating Cloth Traditional Physical Techniques Dealing with Time-steps - Baraff and Witkin

Large Steps in Cloth Simulation - Baraff and Witkin

Idea Enable large time-steps to speed up simulation.

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Techniques for Animating Cloth Traditional Physical Techniques Dealing with Time-steps - Baraff and Witkin

Large Steps in Cloth Simulation - Baraff and Witkin

Idea Enable large time-steps to speed up simulation. Model Uniform triangular mesh rather than particles.

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Techniques for Animating Cloth Traditional Physical Techniques Dealing with Time-steps - Baraff and Witkin

Large Steps in Cloth Simulation - Baraff and Witkin

Idea Enable large time-steps to speed up simulation. Model Uniform triangular mesh rather than particles. Simulation Internal energy functions like in continuum model.

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Techniques for Animating Cloth Traditional Physical Techniques Dealing with Time-steps - Baraff and Witkin

Large Steps in Cloth Simulation - Baraff and Witkin

Idea Enable large time-steps to speed up simulation. Model Uniform triangular mesh rather than particles. Simulation Internal energy functions like in continuum model. Integration Implicit integration, which generates a matrix solved by modified conjugated gradient.

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Techniques for Animating Cloth Traditional Physical Techniques Dealing with Time-steps - Baraff and Witkin

Results

Figure: Results of Baraff and Witkin’s work

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Techniques for Animating Cloth Traditional Physical Techniques Interactive Animation of Structured Deformable Objects - Barr

Overview

Idea Baraff and Witkin was so fast, let’s make it real-time. Somewhat a hybrid approach.

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Techniques for Animating Cloth Traditional Physical Techniques Interactive Animation of Structured Deformable Objects - Barr

Overview

Idea Baraff and Witkin was so fast, let’s make it real-time. Somewhat a hybrid approach. Model Mass-spring model like Provot’s.

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Techniques for Animating Cloth Traditional Physical Techniques Interactive Animation of Structured Deformable Objects - Barr

Overview

Idea Baraff and Witkin was so fast, let’s make it real-time. Somewhat a hybrid approach. Model Mass-spring model like Provot’s. Simulation Force-based simulation.

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Techniques for Animating Cloth Traditional Physical Techniques Interactive Animation of Structured Deformable Objects - Barr

Overview

Idea Baraff and Witkin was so fast, let’s make it real-time. Somewhat a hybrid approach. Model Mass-spring model like Provot’s. Simulation Force-based simulation. Integration implicit Euler integration rather than explicit.

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Techniques for Animating Cloth Traditional Physical Techniques Interactive Animation of Structured Deformable Objects - Barr

Overview

Idea Baraff and Witkin was so fast, let’s make it real-time. Somewhat a hybrid approach. Model Mass-spring model like Provot’s. Simulation Force-based simulation. Integration implicit Euler integration rather than explicit. Post-processing Using inverse kinematics, same objective as Provot’s (stiffness).

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Techniques for Animating Cloth Traditional Physical Techniques Interactive Animation of Structured Deformable Objects - Barr

Results

Figure: Real-time results from Barr’s work

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Techniques for Animating Cloth Collision Handling The Problems within Collision Detection and Response

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Collision Handling (Adil) The Problems within Collision Detection and Response Internal Dynamics vs. Contact Dynamics Proximity Detection and Repulsion Forces Robust Collisions

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Techniques for Animating Cloth Collision Handling The Problems within Collision Detection and Response

Why important?

A critical part of cloth animation A source for simulation errors Can be separated from internal dynamics [8, 21] Proposed approach (Bridson SIGGRAPH Course ’05 [7]) 1 Good-looking 2 Robust 3 Fast

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Techniques for Animating Cloth Collision Handling The Problems within Collision Detection and Response

Challanges

Cloth is thin.

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Techniques for Animating Cloth Collision Handling The Problems within Collision Detection and Response

Challanges

Cloth is thin. Penetration is very visible, hard to recover back after.

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Techniques for Animating Cloth Collision Handling The Problems within Collision Detection and Response

Challanges

Cloth is thin. Penetration is very visible, hard to recover back after. High number of collidable primitives

...and all primitives are in the surface!

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Techniques for Animating Cloth Collision Handling The Problems within Collision Detection and Response

Challanges

Cloth is thin. Penetration is very visible, hard to recover back after. High number of collidable primitives

...and all primitives are in the surface!

High Degree-Of-Freedom

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Techniques for Animating Cloth Collision Handling The Problems within Collision Detection and Response

Challanges

Cloth is thin. Penetration is very visible, hard to recover back after. High number of collidable primitives

...and all primitives are in the surface!

High Degree-Of-Freedom Large number of collisions, with different characteristics

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Techniques for Animating Cloth Collision Handling The Problems within Collision Detection and Response

Challanges

Cloth is thin. Penetration is very visible, hard to recover back after. High number of collidable primitives

...and all primitives are in the surface!

High Degree-Of-Freedom Large number of collisions, with different characteristics Handling self-intersections

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Techniques for Animating Cloth Collision Handling The Problems within Collision Detection and Response

Challanges

Cloth is thin. Penetration is very visible, hard to recover back after. High number of collidable primitives

...and all primitives are in the surface!

High Degree-Of-Freedom Large number of collisions, with different characteristics Handling self-intersections Handling intersection with other structures

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Techniques for Animating Cloth Collision Handling The Problems within Collision Detection and Response

Challanges

Cloth is thin. Penetration is very visible, hard to recover back after. High number of collidable primitives

...and all primitives are in the surface!

High Degree-Of-Freedom Large number of collisions, with different characteristics Handling self-intersections Handling intersection with other structures Handling elastic collisions and frictions

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Techniques for Animating Cloth Collision Handling Internal Dynamics vs. Contact Dynamics

Idea: Separate internal dynamics

First simulate internal dynamics, than try to recover from contacts

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Techniques for Animating Cloth Collision Handling Internal Dynamics vs. Contact Dynamics

Idea: Separate internal dynamics

First simulate internal dynamics, than try to recover from contacts Integrate state at tn to tapprxn+1 using internal forces only ”Solve the collisions” in tapprxn+1, get a non-penetrating state tn+1 Update particle velocities to approach tn+1

dv = (xn+1 − xn)/dt) or use damping dynamics

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Techniques for Animating Cloth Collision Handling Internal Dynamics vs. Contact Dynamics

Idea: Separate internal dynamics

First simulate internal dynamics, than try to recover from contacts Integrate state at tn to tapprxn+1 using internal forces only ”Solve the collisions” in tapprxn+1, get a non-penetrating state tn+1 Update particle velocities to approach tn+1

dv = (xn+1 − xn)/dt) or use damping dynamics

Question: How to ”Solve the collisions”?

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Techniques for Animating Cloth Collision Handling Proximity Detection and Repulsion Forces

Proximity detection and Repulsion Forces

Detect close parts, apply repulsion to separate them

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Techniques for Animating Cloth Collision Handling Proximity Detection and Repulsion Forces

Proximity detection and Repulsion Forces

Detect close parts, apply repulsion to separate them Particles ⇒ Triangulation ⇒ Barycentric coordinates of close points. Two valid common ”closest” configurations Point - Triangle Edge - Edge

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Techniques for Animating Cloth Collision Handling Proximity Detection and Repulsion Forces

Proximity: Only A Lot Faster

Bounding Volumes (Collision culling) Introduce bounding volumes for triangles Organize BVs / build a hierarchy

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Techniques for Animating Cloth Collision Handling Proximity Detection and Repulsion Forces

Applying Repulsion

Find direction of repulsion

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Techniques for Animating Cloth Collision Handling Proximity Detection and Repulsion Forces

Applying Repulsion

Find direction of repulsion Choose your repulsion approach

Damped spring between closest points Kinematic solutions

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SLIDE 97

Techniques for Animating Cloth Collision Handling Proximity Detection and Repulsion Forces

Applying Repulsion

Find direction of repulsion Choose your repulsion approach

Damped spring between closest points Kinematic solutions

Distribute repulsion from point to triangle corners

Barycentric coordinates put into good use

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SLIDE 98

Techniques for Animating Cloth Collision Handling Proximity Detection and Repulsion Forces

Applying Repulsion

Find direction of repulsion Choose your repulsion approach

Damped spring between closest points Kinematic solutions

Distribute repulsion from point to triangle corners

Barycentric coordinates put into good use

Calculate the impulse on particles

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SLIDE 99

Techniques for Animating Cloth Collision Handling Proximity Detection and Repulsion Forces

Applying Repulsion

Find direction of repulsion Choose your repulsion approach

Damped spring between closest points Kinematic solutions

Distribute repulsion from point to triangle corners

Barycentric coordinates put into good use

Calculate the impulse on particles Friction? A problem on its own! Yet, simple models are available

Ex: Coulomb’s model (for static and kinetic friction)

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Techniques for Animating Cloth Collision Handling Proximity Detection and Repulsion Forces

Questions? And problems...

Does not guarantee no inter-penetration Stiff (expensive) vs non-stiff repulsion forces/springs ? Applying large repulsion forces as a precaution ⇒ floating behaviour without friction

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SLIDE 101

Techniques for Animating Cloth Collision Handling Robust Collisions

Dealing with Robustness Problem

Identify problems, propose solutions

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Techniques for Animating Cloth Collision Handling Robust Collisions

Dealing with Robustness Problem

Identify problems, propose solutions Respond to fast velocities ⇒ Identify not the intersection at timestep, but the exact time and position. Handle floting point errors (in which side you are on the cloth?) Avoiding tangling [4]

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Techniques for Animating Cloth Collision Handling Robust Collisions

Provot ’97 [21]

Given current non-intersecting position and velocity, compute next position Find if any intersection (using same pair types as above)

  • ccured in this timeline.

Need volumetric and time-parametrised approach. Not easy: Reduced from 5th order poly to cubic. [21]

Assume: Constant velocity during timestep

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Techniques for Animating Cloth Collision Handling Robust Collisions

Provot ’97 (cont’d)

After collision update, new positions are found...

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Techniques for Animating Cloth Collision Handling Robust Collisions

Provot ’97 (cont’d)

After collision update, new positions are found... Q: What if these new positions result in ”new” collisions? A: Iterate collisions again ( by first finding potential pairs...)

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Techniques for Animating Cloth Collision Handling Robust Collisions

Provot ’97 (cont’d)

After collision update, new positions are found... Q: What if these new positions result in ”new” collisions? A: Iterate collisions again ( by first finding potential pairs...) Solve using inelastic collisions and similar repulsion-based logic

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SLIDE 107

Techniques for Animating Cloth Collision Handling Robust Collisions

Impact zones

Idea: Self-colliding cloth is restricted in relative motion.

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Techniques for Animating Cloth Collision Handling Robust Collisions

Impact zones

Idea: Self-colliding cloth is restricted in relative motion. Impact Zones are: Initially per vertex zones Merged into bigger rigid zones using colliding smaller zones Provides more global resolutions

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Techniques for Animating Cloth Collision Handling Robust Collisions

Impact zones

Idea: Self-colliding cloth is restricted in relative motion. Impact Zones are: Initially per vertex zones Merged into bigger rigid zones using colliding smaller zones Provides more global resolutions Carefully manage rigid impact zones: Need to conserve total linear and angular momentum of the zone during integrations. They should be short-lived and small [8]

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Techniques for Animating Cloth Collision Handling Robust Collisions

Proposed collision pipeline [7]

1 Repulsions : Follow the basics 2 Geometric collisions : Handling high velocity penetrations 3 Impact zones : Improved stability of iteration relaxations

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Techniques for Animating Cloth Collision Handling Robust Collisions

Proposed collision pipeline [7]

1 Repulsions : Follow the basics 2 Geometric collisions : Handling high velocity penetrations 3 Impact zones : Improved stability of iteration relaxations

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Techniques for Animating Cloth Collision Handling Robust Collisions

Master Yoda: ”Without collision, you cannot simulate.” [4]

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Techniques for Animating Cloth Collision Handling Robust Collisions

Untangling Cloth [4]

Remaining problems: Detecting collisions using history-based approach is error-prone. An error results in cloth tangling

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Techniques for Animating Cloth Collision Handling Robust Collisions

Untangling Solution [4]

The solutions is composed of two methods: Flypapering: A collision detection method that can deal with pinching.

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Techniques for Animating Cloth Collision Handling Robust Collisions

Untangling Solution [4]

The solutions is composed of two methods: Flypapering: A collision detection method that can deal with pinching. GIS: Global intersection analysis which can recover tangles.

Works even on tangled (intersecting)initial condition (since not history based). Sometimes applies attraction forces rather than repulsion!

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Techniques for Animating Cloth Collision Handling Robust Collisions

”The girl Boo is happy, with her cloth tangle free.” Monsters Inc. [4]

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Techniques for Animating Cloth Geometric Techniques Cloth without Cloth

4

Geometric Techniques (Adil) Cloth without Cloth Wrinkling Coarse Meshes on the GPU

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Techniques for Animating Cloth Geometric Techniques Cloth without Cloth

Cloth without Cloth

Let’s take it easy: Try to solve the wrinkles around skeleton joints ”visually”.

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Techniques for Animating Cloth Geometric Techniques Cloth without Cloth

Cloth without Cloth

The ingredients A static normal map for ”unfolded” surface. A static normal map for ”folded” surface. A bend map

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Techniques for Animating Cloth Geometric Techniques Cloth without Cloth

Cloth without Cloth

Cooking for animation Get the joint angle. Transform it into a blending coefficient Blend unfolded and folded texture. The Meal An animation of a fold-like structure appearing.

Demo

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Techniques for Animating Cloth Geometric Techniques Cloth without Cloth

Evaluation

Con’s Aimed for skeletons Assumes that the cloth is tightly wrapped Not scalable, limited in cloth behaviour And requires uniform uv coordinates

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Techniques for Animating Cloth Geometric Techniques Cloth without Cloth

Evaluation

Con’s Aimed for skeletons Assumes that the cloth is tightly wrapped Not scalable, limited in cloth behaviour And requires uniform uv coordinates Pro’s Gain significant speed when folding pattern doesn’t need to be high fidelity

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Techniques for Animating Cloth Geometric Techniques Cloth without Cloth

Extentions [22]

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Techniques for Animating Cloth Geometric Techniques Wrinkling Coarse Meshes on the GPU

Wrinkling Coarse Meshes on the GPU [16]: Results

Figure: Varius deformed cloth models, as shown in [16]

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Techniques for Animating Cloth Geometric Techniques Wrinkling Coarse Meshes on the GPU

Wrinkling Coarse Meshes on the GPU [16]

Another (more complex) geometric model, not physically dynamic Works an animated models with mesh deformations (Bones/morphing/physcial sim ) Can maintain global consistency Shading using bump mapping / parallax mapping (for low tesselation) Can specify wrinkle wavelength - height profile (sinusoidal / accerdeon)

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Techniques for Animating Cloth Geometric Techniques Wrinkling Coarse Meshes on the GPU

Method basics

Preparation: Remove copies of vertices with same positions but different uv’s Result: A vertex adjacency pseudo-texture

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Techniques for Animating Cloth Geometric Techniques Wrinkling Coarse Meshes on the GPU

Method basics

Deformation: Skin : Blending vertices with multiple influences (matrix palette skinning) Crush: Pre and post tangent spaces ⇒ Cloth compression data ( Direction and amplitude per vertex ) Wrinkle Field: Represented by a plane wave, but the phase factor is missing

Randomize the phase, then apply regression

Rendering

Lighting: Computation of normals along the wave... texturing: Deforming texture coordinates to follow the wave (Parallax Mapping)

Demo

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Techniques for Animating Cloth Parallel Techniques (Adil)

5

Parallel Techniques (Adil)

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Techniques for Animating Cloth Parallel Techniques (Adil)

Basic Ideas

TO-DO: Apply X operation to every cloth particle. Possible Candidates: Dynamics: Force accumulation and integration Collision detection

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Techniques for Animating Cloth Parallel Techniques (Adil)

Outline

1 For every particle, apply forces (One pass) 2 In each relaxation step , for every particle 1

Evaluate the spring constraints (Multiple passes)

2

For every intersectable geom, check for collision (One pass)

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Techniques for Animating Cloth Parallel Techniques (Adil)

Outline

1 For every particle, apply forces (One pass) 2 In each relaxation step , for every particle 1

Evaluate the spring constraints (Multiple passes)

2

For every intersectable geom, check for collision (One pass)

Use Verlet Integration [25] : P(t + 1) = P(t) + k(P(t) − P(t − 1)) + ∆t2F(t)

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Techniques for Animating Cloth Parallel Techniques (Adil)

GPU Simulation : Dynamics

Particle positions and normals ⇒ GPUfloatingpointtextures

Figure: Performing the integration, for each global spring type [16]

Note: To simulate structural (4) and shear (4) springs: 4+4 passes used.

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Techniques for Animating Cloth Parallel Techniques (Adil)

Harnessing new features of GPU’s [25]

Store particles in buffer, not texture

Render to buffer, not texture Process in geometry and vertex shaders, not pixel shader

Single geometry shader call :

Up to 6 spring distance constraints (using triangle adjeceny input)

Single vertex shader call :

Must evaluate independent constraint groups in parallel.

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Techniques for Animating Cloth Parallel Techniques (Adil)

Theatre Time

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Techniques for Animating Cloth References

Homam Bahnassi and Wessam Bahnassi. Cloth without cloth. In ShaderX5. Yosuke Bando, Takaaki Kuratate, and Tomoyuki Nishita. A simple method for modeling wrinkles on human skin. In PG ’02: Proceedings of the 10th Pacific Conference on Computer Graphics and Applications, page 166, Washington, DC, USA, 2002. IEEE Computer Society. David Baraff and Andrew Witkin. Large steps in cloth simulation. In SIGGRAPH ’98: Proceedings of the 25th annual conference

  • n Computer graphics and interactive techniques, pages

43–54, New York, NY, USA, 1998. ACM.

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Techniques for Animating Cloth References

David Baraff, Andrew Witkin, and Michael Kass. Untangling cloth. ACM Trans. Graph., 22(3):862–870, 2003. David E. Breen, Donald H. House, and Phillip H. Getto. A physically-based particle model of woven cloth. The Visual Computer, 8(5&6):264–277, 1992. David E. Breen, Donald H. House, and Michael J. Wozny. Predicting the drape of woven cloth using interacting particles. In SIGGRAPH ’94: Proceedings of the 21st annual conference

  • n Computer graphics and interactive techniques, pages

365–372, New York, NY, USA, 1994. ACM. Robert Bridson. Cloth collision and contact. In SIGGRAPH ’05: ACM SIGGRAPH 2005 courses, 2005.

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Techniques for Animating Cloth References

Robert Bridson, Ronald Fedkiw, and John Anderson. Robust treatment of collisions, contact and friction for cloth animation. In SIGGRAPH ’02: Proceedings of the 29th annual conference

  • n Computer graphics and interactive techniques, pages

594–603, New York, NY, USA, 2002. ACM. Jimmy Chim and Hyunsuk Kim. Dynamic skin deformation and animation controls using maya cloth for facial animation. In SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, pages 175–175, New York, NY, USA, 2002. ACM. Kwang-Jin Choi and Hyeong-Seok Ko. Stable but responsive cloth. ACM Trans. Graph., 21(3):604–611, 2002.

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SLIDE 138

Techniques for Animating Cloth References

Mathieu Desbrun, Peter Schr¨

  • der, and Alan Barr.

Interactive animation of structured deformable objects. In Proceedings of the 1999 conference on Graphics interface ’99, pages 1–8, San Francisco, CA, USA, 1999. Morgan Kaufmann Publishers Inc. Rony Goldenthal, David Harmon, Raanan Fattal, Michel Bercovier, and Eitan Grinspun. Efficient simulation of inextensible cloth. ACM Transactions on Graphics (Proceedings of SIGGRAPH 2007), 26(3):to appear, 2007. Xianfeng Gu, Steven J. Gortler, and Hugues Hoppe. Geometry images. ACM Trans. Graph., 21(3):355–361, 2002.

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SLIDE 139

Techniques for Animating Cloth References

Donald H. House and David E. Breen, editors. Cloth modeling and animation.

  • A. K. Peters, Ltd., Natick, MA, USA, 2000.

Paul Jacobs. Real time cloth animation techniques - student project. Jrn Loviscach. Wrinkling coarse meshes on the gpu. In Proceedings of Eurographics 2006, Computer Graphics Forum 25, 2006. Patricia Moore and Derek Molloy. A survey of computer-based deformable models. International Machine Vision and Image Processing Conference, 0:55–66, 2007.

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SLIDE 140

Techniques for Animating Cloth References

Hing N. Ng and Richard L. Grimsdale. Computer graphics techniques for modeling cloth. IEEE Comput. Graph. Appl., 16(5):28–41, 1996. Unknown 1 Online. Havok show opencl based havok cloth on ati gpus. Xavier Provot. Deformation constraints in a mass-spring model to describe rigid cloth behavior. In Wayne A. Davis and Przemyslaw Prusinkiewicz, editors, Graphics Interface ’95, pages 147–154. Canadian Human-Computer Communications Society, 1995. Xavier Provot. Collision and self collision handling in cloth model dedicated to design gaments. In Computer Animation and Simulation ’97, 1997.

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Techniques for Animating Cloth References

C.D.G. Reis, H. Bagatelo, and J.M. Martino. Real-time simulation of wrinkles. In WSCG 2008, 2008. Demetri Terzopoulos, John Platt, Alan Barr, and Kurt Fleischer. Elastically deformable models. In SIGGRAPH ’87: Proceedings of the 14th annual conference

  • n Computer graphics and interactive techniques, pages

205–214, New York, NY, USA, 1987. ACM. Pascal Volino, Martin Courchesne, and Nadia Magnenat Thalmann. Versatile and efficient techniques for simulating cloth and

  • ther deformable objects.

In SIGGRAPH ’95: Proceedings of the 22nd annual conference

  • n Computer graphics and interactive techniques, pages

137–144, New York, NY, USA, 1995. ACM.

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Techniques for Animating Cloth References

Cyril Zeller. Cloth simulation. White paper, NVIDIA, February 2007.