assignment 6: beyond rigid body dynamics€¦ · assignment 6: beyond rigid body dynamics topic...
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ASSIGNMENT 6: BEYOND RIGID BODY DYNAMICSTopic Selected by 16th March | Demo DUE: 6th April, 2016 | Submission 6th April, 2016
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
2 ADVANCED PHYSICSPOSSIBLE TOPICS FOR REMAINING WEEKS
Deformable Objects
Cloth
Hair
Soft-bodies
Fluid
Fracture / Destruction
Character Physics
Cartoon Physics / Faux Physics
Controllable Dynamics
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
3 OVERVIEW
The overall goal of this final assignment is for you to independently work on an implementation-study based on a Real-time Physics paper in published in a major conference or journal.
Presentation/deliverables should be targetted towards the class
Your task is to discuss and explain the paper so that others will be implement it based on your notes and your demo
Marks will go for clarity of the presentation
It is not essential to implement the whole paper
This major project is worth 40% of the module
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
4 ASSIGNMENT DETAILS
Individual Meetings to discuss your choice of topic/paper: March 14nd
You must decide before March 16th
What topic (i.e. paper)? What you hope to achieve in your implementation (brief work plan);
dependencies, resources
Demo due: Wednesday 6th April ~5-7 mins + Q&A. Open to the class (any format you wish – may use ppt)
Submission: Wednesday 6th April A report in the form of tutorial notes up to 4 pages (times 12 pt or equivalent) OR
equivalently detailed slide set OR equivalently detailed online tutorial All above should be written by you and including references to any third party
papers, code or tutorials used Link to You-tube video of the implementation Submit via Blackboard http://mymodule.tcd.ie
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
5 INCEPTION MEETING: MONDAY 14ND MARCH
Individual Meetings in Lloyd 0.01 (my office)Before this you should: Provisionally decide on a paper and read it Understand why this paper is important, what aspects you plan to
implement and what aspects will be challenging, require detailed explanation
13:00 BARBARA
13:20 YUANQI
13:40 JEVGENIJS
14:00 NAVNEETH
14:20 PATRICK
14:40 ANEESH
15:00 MANUELA
15:20 DANIEL
15:40
16:00
16:20
16:40
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
6 ASSESSMENT
Approximate Marking Scheme:
Technical Marks 70% : Depth/complexity of technical implementation How informative is the tutorial? Any non-trivial info offered that will help
others implement the paper? How much info beyond existing tutorials is provided? Usefulness of demo/deliverables at conveying the technical
contribution (including Visualisation, i.e. making the variables apparent) Qualitative marks submission elements: 30% Demo: quality of demo + response to Q&A Report: quality of writing, references, format, structure Video: quality of video (aesthetic, engaging, meaningful)
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
7 RIGID BODY ENGINE EXTENSIONS
You may choose an in-depth implementation of a more advanced rigid body paper beyond what has been implemented so far. Could be one of:
Complete implementation of Lin-Canny[Cohen95] or V-Clip[Mirtich’98]
Complete BVH scheme for collision handling including generation, update, traversal and intersection testing e.g. [Gottschalk 96]
Complete implementation of Timewarp [Mirtich’00]
Complete inclusion of an LCP Solver for simultaneous impulse response or implementation of resting contact or constraints resting contacts [Baraff94]
Other topics in Rigid Bodies. Please see guidelines for selecting a paper and discuss with me.
[Baraff94] Baraff, D. Fast contact force computation for non-penetrating rigid bodies. In ACM Siggraph 1994.[Cohen95] Cohen, J.D., Lin, M.C., Manocha, D., and Ponamgi. M.K., I-collide: An interactive and exact collision detection system for large-scaled environments. In Symposium on Interactive 3D Graphics. 1995[Gottschalk 96] Gottschalk et al. OBBTree: a hierarchical structure for rapid interference detection. Siggraph1996[Hubbard96] Hubbard, P.M. Approximating Polyherawith Spheres, for Time-Critical Collision Detection. ACM Trans. on Graphics, 1996.[Mirtich 98] B. Mirtich: “V-Clip: Fast and Robust Polyhedral Collision Detection”. ACM Trans. Graph. 17(3): 177-208 (1998)[Mirtich 00] B. Mirtich. 2000. “Timewarp rigid body simulation”. In Proceedings of SIGGRAPH '00 (2000)
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
8 BEYOND RIGID BODIES
Choose a real-time physics paper in a major publication (see next slide), and implement a small demo based on it (N.B. You are not required to implement the whole paper). E.g. Position based dynamics: M. Mueller, B. Heidelberger, M. Hennix, and J.
Ratcliff. Journal of Visual. Communications & Image Representations. 18, 2, 2007
Interactive Manipulation of Rigid Body Simulations: J. Popovic, S. M. Seitz, M. Erdmann, Z. Popovic, and A. Witkin. In SIGGRAPH 2000
Stable Fluids : Jos Stam. In SIGGRAPH 99. 1999 (More Recent Ref: GDC 03 talk by Stam)
Dynamic Simulation of Splashing Fluids, James O’Brien & Jessica Hodgins, Computer Animation ’95
Plausible Motion Simulation for Computer Graphics Animation, R. Barzel, J. Hughes and D. Wood. In EG Workshop on Computer Animation and Simulation, 1996
Real-time Deformation and Fracture in a Game Environment,. Parker, E., and Obrien, J.F. In Eurographics symposium on computer animation
You may find and use additional references related to these papers that help you to implement them
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
9 MAJOR PUBLICATIONS
You may select your own paper (suggestions in the following slides are merely to save you time) –
discuss with me to make sure it is feasible/appropriate: March 14th
and you MUST confirm a paper BEFORE 16th March
If selecting a paper, it should be published in a journal of conference in the following list:
Full physics paper from one of the following Annual Conferences: Siggraph, Siggraph Asia, Eurographics
Full physics paper from the following Workshops: Symposium on Interactive 3D Graphics and Games (I3D), Symposium on Computer Animation
(SCA, previously called Eurographics Workshop on Computer Animation and Simulation) Article from one of the following major journals (must be related to real-time physics): ACM Transactions on Graphics (TOG), Computer Graphics Forum (CGF), IEEE Computer
Graphics and Applications (CG&A), IEEE Transactions on Visualisation and Computer Graphics (TVCG)
Many older seminal papers are slightly easier, picking a paper older than 20 years old may score slightly less marks as a result. Picking a paper not from the above publications will also cost marks but you may use other papers to help implement your demo.
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
10 SOURCE OF PUBLICATIONS
Official Pages for top Journals (Accessible from within TCD):
ACM TOG, Siggraph, Siggraph Asia, I3D, SCA are available at: http://portal.acm.org
Eurographics and CGF papers are available at: http://onlinelibrary.wiley.com/journal/10.1111/(ISSN)1467-8659
IEEE CG&A : http://www.computer.org/portal/web/csdl/magazines/cga
IEEE TVCG: http://www.computer.org/csdl/trans/tg/2014/index.html(Click on “IEEE Explore Subscribers”)
See this page for off-campus access http://www.tcd.ie/Library/using-library/off-campus.php
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
DETAILED SUGGESTIONS
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
12 DEFORMABLE OBJECTS
Many types
Solids (Soft objects) e.g. Cloth, Hair, rubber Fluids: gases and liquids Phenomena: Fracture, plasticicty,
elasticityMany solutions:
Particles, FEM, BEM, FFD More granularity required in modelsProblems:
Lack of rigid assumptions: more on-the-fly computation More complex equations of motion
[Miuller05] M. Müller, B. Heidelberger, M. Teschner, M. Gross, Meshless Deformations Based on Shape Matching, SIGGRAPH'05
Soft Bodies:
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
13 CLOTH SIMULATION
Amongst simplest deformable bodies (2D continuum). Can be simulated as matrix of springs (particle system)
Various challenges
Accurate collision detection: Thin object + Self Collisions
Sufficient resolution
Stability
Volume preservation
Havok cloth video © Havok
[Baraff98] Baraff and Witkin. Large steps in cloth simulation. SIGGRAPH 1998
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
14 FLUIDSDifficult in 3D
Lack of rest-state
Continuum model
Complex equations of motion: Navier stokes
Main approaches:
Particle based (SPH): lagrangian
Volume based (MAC): Eulerian
Dimension reduction: 2D / Shallow water equations
Muller et al. Particle-based fluid simulation for interactive applications. Siggraph 2003
Jos Stam. Stable Fluids. Siggraph 1999.
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
15 FRACTURE/DESTRUCTION
Accurate fracture requires FEM/continuum model
Complex and expensive computations
Most current real-time applications pre-process destruction effects
[Muller01] Muller et al. Real-time simulation of deformation and fracture of stiff materials. EurographicsWorkshop on Simulation and Computer Animation, 2001
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
16 CARTOON PHYSICS/FAUX PHYSICS
Stylised Animation
Simulate Disney Style Effects e.g. squash and Stretch
Enhance appeal, grab attention, provide cues
OPALACH, A., AND MADDOCK, S. 1994. Disney effects using implicit surfaces. In Proceedings of the Fifth Eurographics Workshop on Animation and Simulation, Eurographics.FALOUTSOS, P., VAN DE PANNE, M., TERZOPOLOUS,
D., Dynamic Free-Form Deformationsfor Animation Synthesis. IEEE TVCG Vol3(3) 1997.
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
17 DIRECTABLE DYNAMICS
Popvic Z., et al. Interactive manipulation of Rigid Body Simulations. Siggraph 2000.
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Stephen Chenney and D.A.Forsyth, "Sampling Plausible Solutions to Multi-Body Constraint Problems". SIGGRAPH 2000.
[Barzel96] Barzel, R., Hughes, J., Wood, D.N., Plausible Motion Simulation for
Computer Graphics Animation. In Eurographics Workshop on Computer
Animations and Simulation, 1996
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
18 CHARACTER PHYSICS
Various different scales:
Skin, hair, limb, face
Articulated object simulations (rag-doll)
Dynamics based characters
Blending motion capture and dynamics
Crowd dynamics
Lee, Y., Terzopolous, D., Waters, K., Realistic Modeling for Facial Animation. Siggraph 95
Ho, E., Komura, T., Tai, C-L., Spatial Relationship Preserving Character Motion Adaptation. Siggraph 2010
Adrien Treuille, Seth Cooper, and Zoran Popović. 2006. Continuum crowds. In ACM SIGGRAPH 2006.
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
19 HAIR SIMULATION
Individual strands: 1D continuum can be modelled with mass-springs. But several challenges in practice:
Typically many thousands of strands: Intercollisions + sticking/clustering
Self collisions, Inelastic behaviour
[Selle08] Selle, Andrew. Lentine, Michael. Fedkiw, Ronald. “A Mass Spring Model for Hair Simulation”. ACM Transactions on Graphics SIGGRAPH. 2008
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
20 OTHER REFERENCES
The following are some interesting practical references that aren’t from the top sources required for this assignment. But provide additional notes for implementing some of the listed seminal papers.
[Muller08] Real-time Physics Siggraph 2008 course notes in particular the section by Muller covers useful material related to soft objects, fluids and destruction.
http://www.matthiasmueller.info/realtimephysics/index.html
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE
21
This assignment is worth 5% and you are expected to spend approx. 6-10 hours on this assignment. It will be in the form of an essay based on lectures and related readings from the second half of the semester – N.B. you write this in your own time (and there is no exam). Submission date: 14th April.
You are expected to answer two questions from a list that will be provided later in term. You are expected to write at least one page (~500 words) for each.
SAMPLE QUESTION: Rigid Bodies(a) Discuss at least four different types of bounding volume hierarchies used in collision detection. Discuss the advantages and disadvantages of each technique. Cite any relevant sources.(b) Explain what is meant by time critical collision detection in physically based animation and cite at least one example of a publication that employs this technique.
ASSIGNMENT 7 (PREVIEW)
(NOTE: THE ABOVE IS A SAMPLE QUESTION: you are not allowed to choose this option. Actual questions will be on upcoming topics from the final 5 weeks of term).
10/03/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE