Results 1 - 10
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95
Large Steps in Cloth Simulation
, 1998
"... The bottle-neck in most cloth simulation systems is that time steps must be small to avoid numerical instability. This paper describes a cloth simulation system that can stably take large time steps. The simulation system couples a new technique for enforcing constraints on individual cloth particle ..."
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Cited by 364 (5 self)
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The bottle-neck in most cloth simulation systems is that time steps must be small to avoid numerical instability. This paper describes a cloth simulation system that can stably take large time steps. The simulation system couples a new technique for enforcing constraints on individual cloth particles with an implicit integration method. The simulator models cloth as a triangular mesh, with internal cloth forces derived using a simple continuum formulation that supports modeling operations such as local anisotropic stretch or compression; a unified treatment of damping forces is included as well. The implicit integration method generates a large, unbanded sparse linear system at each time step which is solved using a modified conjugate gradient method that simultaneously enforces particles' constraints. The constraints are always maintained exactly, independent of the number of conjugate gradient iterations, which is typically small. The resulting simulation system is significantly fast...
Analytical methods for dynamic simulation of non-penetrating rigid bodies
- In Proc. of ACM SIGGRAPH ’89
, 1989
"... A method for analytically calculating the forces between systems of rigid bodies in resting (non-colliding) contact is presented. The systems of bodies may either be in motion or static equilibrium and adjacent bodies may touch at multiple points. The analytic formulation of the forces between bodie ..."
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Cited by 166 (8 self)
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A method for analytically calculating the forces between systems of rigid bodies in resting (non-colliding) contact is presented. The systems of bodies may either be in motion or static equilibrium and adjacent bodies may touch at multiple points. The analytic formulation of the forces between bodies in non-colliding contact can be modified to deal with colliding bodies. Accordingly, an improved method for analytically calculating the forces between systems of rigid bodies in colliding contact is also presented. Both methods can be applied to systems with arbitrary holonomic geometric constraints, such as linked figures. The analytical formulations used treat both holonomic and non-holonomic constraints in a consistent manner.
A Hierarchical Approach to Interactive Motion Editing for Human-like Figures
, 1999
"... This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique wit ..."
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Cited by 153 (12 self)
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This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique with a new inverse kinematics solver. Using the kinematics solver, we can adjust the configuration of an articulated figure to meet the constraints in each frame. Through the fitting technique, the motion displacement of every joint at each constrained frame is interpolated and thus smoothly propagated to frames. We are able to adaptively add motion details to satisfy the constraints within a specified tolerance by adopting a multilevel B-spline representation which also provides a speedup for the interpolation. The performance of our system is further enhanced by the new inverse kinematics solver. We present a closed-form solution to compute the joint angles of a limb linkage. This analytical m...
Through-the-Lens Camera Control
, 1992
"... In this paper we introduce through-the-lens camera control, a body of techniques that permit a user to manipulate a virtual camera by controlling and constraining features in the image seen through its lens. Rather than solving for camera parameters directly, constrained optimization is used to com ..."
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Cited by 108 (6 self)
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In this paper we introduce through-the-lens camera control, a body of techniques that permit a user to manipulate a virtual camera by controlling and constraining features in the image seen through its lens. Rather than solving for camera parameters directly, constrained optimization is used to compute their time derivatives based on desired changes in user-defined controls. This effectively permits new controls to be defined independent of the underlying parameterization. The controls can also serve as constraints, maintaining their values as others are changed. We describe the techniques in general and work through a detailed example of a specific camera model. Our implementation demonstrates a gallery of useful controls and constraints and provides some examples of how these may be used in composing images and animations.
Fast animation and control of nonrigid structures
- Computer Graphics Proceedings, Annual Conference Series (Proc. ACM SIGGRAPH
, 1990
"... We describe a fast method for creating physically based animation of non-rigid objects. Rapid simulation of nonrigid behavior is based on global deformations. Constraints are used to connect non-rigid pieces to each other, forming complex models. Constraints also provide motion control, allowing mod ..."
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Cited by 98 (10 self)
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We describe a fast method for creating physically based animation of non-rigid objects. Rapid simulation of nonrigid behavior is based on global deformations. Constraints are used to connect non-rigid pieces to each other, forming complex models. Constraints also provide motion control, allowing model points to be moved accurately along specified trajectories. The use of deformations that are linear in the state of the system causes the constraint matrices to be constant. Pre-inverting these matrices therefore yields an enormous benefit in performance, allowing reasonably complex models to be manipulated at interactive speed.
Particle Animation and Rendering Using Data Parallel Computation
- Computer Graphics
, 1990
"... Techniques are presented that are used to animate and ren-der particle systems with the Connection Machine CM-2, a data parallel supercomputer. A particle behavior language provides an animator with levels of control from kinematic spllne motions to physically based simulations. A parallel particle ..."
Abstract
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Cited by 91 (0 self)
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Techniques are presented that are used to animate and ren-der particle systems with the Connection Machine CM-2, a data parallel supercomputer. A particle behavior language provides an animator with levels of control from kinematic spllne motions to physically based simulations. A parallel particle rendering system allows particles of different shapes, sizes, colors and transparencies to be rendered with anti-allasing, hidden surfaces, and motion-blur. One virtual pro-cessor is assigned to each primitive data element: one to each particle, and during the rendering process, one to each pixeLsized particle fragment, and to each pixel. These tools are used to model dynamic phenomena such as wind, snow, water, and fire. 2
Dynamic NURBS with Geometric Constraints for Interactive Sculpting
, 1994
"... This article develops a dynamic generalization of the nonuniform rational B-spline (NURBS) model. NURBS have become a de facto standard in commercial modeling systems because of their power to represent free-form shapes as well as common analytic shapes. To date, however, they have been viewed as pu ..."
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Cited by 89 (27 self)
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This article develops a dynamic generalization of the nonuniform rational B-spline (NURBS) model. NURBS have become a de facto standard in commercial modeling systems because of their power to represent free-form shapes as well as common analytic shapes. To date, however, they have been viewed as purely geometric primitives that require the user to manually adjust multiple control points and associated weights in order to design shapes. Dynamic NURBS, or D-NURBS, are physics-based models that incorporate mass distributions, inertial deformation energies, and other physical quantities into the popular NURBS geometric substrate. Using D-NURBS, a modeler can interactively sculpt curves and surfaces and design complex shapes to required specifications not only in the traditional indirect fashion, by adjusting control points and weights, but also through direct physical manipulation, by applying simulated forces and local and global shape constraints. D-NURBS move and deform in a physically intuitive manner in response to the user's direct manipulations. Their dynamic behavior results from the numerical integration of a set of nonlinear differential equations that automatically evolve the control points and weights in response to the applied forces and constraints. To derive these equations, we employ Lagrangian mechanics and finite-element-like discretization. Our approach supports the trimming of D-NURBS surfaces using D-NURBS curves. We demonstrate D-NURBS models and constraints in applications including the rounding of solids, optimal surface fitting to unstructured data, surface design from cross-sections, and free-form deformation. We also introduce a new technique for 2D shape metamorphosis using constrained D-NURBS surfaces.
Anatomically Based Modeling
, 1997
"... We describe an improved, anatomically based approach to modeling and animating animals. Underlying muscles, bones, and generalized tissue are modeled as triangle meshes or ellipsoids. Muscles are deformable discretized cylinders lying between fixed origins and insertions on specific bones. Default r ..."
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Cited by 86 (6 self)
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We describe an improved, anatomically based approach to modeling and animating animals. Underlying muscles, bones, and generalized tissue are modeled as triangle meshes or ellipsoids. Muscles are deformable discretized cylinders lying between fixed origins and insertions on specific bones. Default rest muscle shapes can be used, or the rest muscle shape can be designed by the user with a small set of parameters. Muscles automatically change shape as the joints move. Skin is generated by voxelizing the underlying components, filtering, and extracting a polygonal isosurface. Isosurface skin vertices are associated with underlying components and move with them during joint motion. Skin motion is consistent with an elastic membrane model. All components are parameterized and can be reused on similar bodies with non-uniformly scaled parts. This parameterization allows a non-uniformly sampled skin to be extracted, maintaining more details at the head and extremities. CR Categories and Subje...
Animating Soft Substances with Implicit Surfaces
, 1995
"... This paper presents a hybrid model for animation of soft inelastic substance which undergo topological changes, e.g. separation and fusion and which fit with the objects they are in contact with. The model uses a particle system coated with a smooth iso-surface that is used for performing collision ..."
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Cited by 78 (8 self)
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This paper presents a hybrid model for animation of soft inelastic substance which undergo topological changes, e.g. separation and fusion and which fit with the objects they are in contact with. The model uses a particle system coated with a smooth iso-surface that is used for performing collision detection, precise contact modeling and integration of response forces. The animation technique solves three problems inherent in implicit modeling. Firstly, local volume controllers are defined to insure constant volume deformation, even during highly inelastic processes such as splitting or fusion. Secondly, we avoid unwanted distance blending between disconnected pieces of the same substance. Finally, we simulate both collisions and progressive merging under compression between implicit surfaces that do not blend together. Parameter tuning is facilitated by the layered model and animation is generated at interactive rates.
A Hybrid Elastic Model allowing Real-Time Cutting, Deformations and Force-Feedback for Surgery Training and Simulation
, 2000
"... We propose three different physical models based on linear elasticity theory and finite- elements modeling that are well-suited for surgery simulation. The first model combines pre- computed deformations to deform in real-time large size meshes but does not allow any topo- logical changes to the mes ..."
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Cited by 74 (16 self)
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We propose three different physical models based on linear elasticity theory and finite- elements modeling that are well-suited for surgery simulation. The first model combines pre- computed deformations to deform in real-time large size meshes but does not allow any topo- logical changes to the mesh. The second model is similar to the spring-mass models where volumetric deformations and cutting operations can be simulated on small size meshes in real- time. Finally, we have developpeal a third method combining the previous two solutions into a hybrid model thus allowing the simulation of deformations and cutting on complex anatomical structures.

