DD1354. Christopher Peters. Sweden. http://www.csc.kth.se/~chpeters/



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Transcription:

DD1354 Models and Simulation Christopher Peters HPCViz, KTH Royal Institute of Technology, Sweden chpeters@kth.sese http://www.csc.kth.se/~chpeters/

The Course Team Johan Hoffman Christopher Peters [jhoffman@kth.se] [chpeters@kth.se] Professor Associate Prof. Numerical analysis Graphics and HCI Johan Jansson [almc@kth.se] Assistant Prof. Numerical analysis Alejandro Marzinotto [almc@kth.se] PhD student Multi-agent systems

Christopher Peters Who am I? email: chpeters@kth.se https://www.kth.se/profile/chpeters/ By John Turesson, DH2320

Christopher Peters Who am I? email: chpeters@kth.se https://www.kth.se/profile/chpeters/ Unofficial Irish Doom E1M1 champ., ~1994

Christopher Peters Who am I? email: chpeters@kth.se https://www.kth.se/profile/chpeters/ Unofficial Irish Doom E1M1 champ., ~1994 Telekinesys (Havok), 1999

Who am I? Christopher Peters email: chpeters@kth.se https://www.kth.se/profile/chpeters/ Unofficial Irish Doom E1M1 champ., ~1994 Telekinesys (Havok), 1999 Associate Prof. (Docent) Research: Computer graphics & animationat Game technologies Perceptual computing PhD, Visual Attention for Animating Characters

Teaching DD3336, Interactive Entertainment Technologies (PhD level) DT2350, Human Perception for Information Technology DH2560, Computer Games Design DH2323, Computer Graphics and Interaction ti DD1354, Models and Simulation Supervise Kexjobbs, Exjobbs, etc Visualization (VIC) Studio 4K screen, Oculus Rift, eye-trackers, etc

Teaching DD3336, Interactive Entertainment Technologies (PhD level) DT2350, Human Perception for Information Technology DH2560, Computer Games Design DH2323, Computer Graphics and Interaction ti DD1354, Models and Simulation Supervise Kexjobbs, Exjobbs, etc Visualization (VIC) Studio 4K screen, Oculus Rift, eye-trackers, etc

DD3336

Student Projects http://www.csc.kth.se/~chpeters/projects.html / h t / t

Q1. What is the course about?

Answer: Models and simulation

Q2. Sounds boring, right?

Answer: NO!

Example Say you wanted to create something like this... Video 1 The Matrix, Warner Bros. Pictures

Master of your own (virtual) Universe You determine the physical laws (and models) that define your virtual world and simulate it How is the transportation of light simulated? Does gravity affect the environment? Can solid objects, such as people, move through each other / the environment? Should a ball bounce when it hits the ground and how should it deform? How do fluids act? In what cases do objects float? How do nebulae disperse and galaxies interact?

Master of your own (virtual) Universe I-Novae Engine, I-Novae Studios

Master of your own (virtual) Universe You determine the physical laws (and models) that define your virtual world and simulate it How is the transportation of light simulated? Does gravity affect the environment? Can solid objects, such as people, move through each other / the environment? Should a ball bounce when it hits the ground and how should it deform? How do fluids act? In what cases do objects float? How do nebulae disperse and galaxies interact? But there's a catch...

The catch These laws do not exist in the virtual world by default Must computationally model and program them

The catch These laws do not exist in the virtual world by default Must computationally model and program them Mathematics programming! g

Where to begin? A journey of a thousand miles begins with a single step Lao-tzu Or in this case, a single particle.

Where you will begin

Where you will begin (not the Matrix)

Physics knowledge

Physics knowledge

Many applications

Rendering in Computer Graphics

Computer Games and Virtual Worlds Video 2 Half-Life 2, Valve

Issues in Computer Games Real-time performance on consumer-level machines Very demanding audience Sensitive to performance issues: 30 60 fps Graphics, AI, networking on so on also needs to be processed Results need to look realistic Models often (greatly) simplified / approximated Battlefield 4, DICE Arma 3, Bohemia Interactive

Game Complexity Image courtesy [Blow2004] Blow, J. (2004).Game Development: Harder than you think, ACM Queue 1(10)

Game Complexity: 2004++ Image courtesy [Blow2004]

Under the hood... Battlefield 4, DICE

...it's mostly geometry Arma3, Bohemia Interactive

Triangle meshes Arma3, Bohemia Interactive

Point clouds Arma3, Bohemia Interactive

Computer Animation Hierarchy Later on in the course, we will see how physics simulation is a vital component in many types of social and behavioural simulations Cognitive Modelling: Knowledge Reasoning and Planning for Intelligent Characters, Funge, Tu and Terzopoulos

For example: Crowds Aggregate Dynamics for Dense Crowd Simulation, Narain et al., UNC, 2010 Metropolis Project, GV2, Trinity College Dublin Video 3

Physics Middleware Mainly rigid-body and cloth simulation Some fluids Havok Bullet ODE

Tools you will use https://www.blender.org/ https://unity3d.com/

A Typical Tool Chain 2D paint package 3D modelling package Real-time engine 2D textures 3D models and animations Real-time rendering, animation and interaction

Unity Example COLLAPSIT Blog: http://panchamy.wordpress.com/ Panchamy Krishnan and Tyffani Woo DH2323 DGI14 project

Course Webpages KTH Social: https://www.kth.se/social/course/dd1354/

Course Webpages KTH Social: https://www.kth.se/social/course/dd1354/ Bilda: To be opened later for coursework submissions https://bilda.kth.se/ se/ Do not panic if you can not log in: just email me

Course outline Two threads: Simulation methods (Johan Hoffman) Game technology applications (Christopher Peters)

Course outline Two threads: Simulation methods (Johan Hoffman) Game technology applications (Christopher Peters) First four weeks: One lecture related to each One practical lab (intensive: start soon)

Course outline Two threads: Simulation methods (Johan Hoffman) Game technology applications (Christopher Peters) First four weeks: One lecture related to each One practical lab After first four weeks: Projects!

Course outline Two threads: Simulation methods (Johan Hoffman) Game technology applications (Christopher Peters) First four weeks: One lecture related to each One practical lab After first four weeks: Projects! Exam

Game Technologies Thread 1. Introduction 2. Collision detection and particle systems 3. Behavioural animation and crowd simulation 4. Middleware for games

Labs Lab materials available for download from KTH Social ('Lab materials') Please bring your laptops! You will submit all the labs together at a later stage (March check KTH Social)

Labs Lab groups of up to three people p (minimum: one) Check KTH Social Location: Visualisation (VIC) Studio Time: usually 13:00-15:00 More labs will be planned as we develop a better idea of your schedules

Your Resources Visualization Studio, KTH (http://vicstudion.se/) t /) Oculus Rifts, 4K screen, Tobii Eye Trackers, etc

Deadlines Someone has already asked this by now, right!? Lab submission: March 2015 Project submission: March 2015 Both submissions will take place through Bilda You need to be registered to Bilda by us in order to be able to log in (class list)

Pedagogy Aspects You may have to fill out some questionnaires, etc from time to time We will also keep track of attendance, etc It relates to developing you so that you can: Define and pursue your own goals actively given high h level l details Very important for your thesis and Masterand PhD-level work Our main aim in collecting data is to help you learn as much as possible in this course (questionnaire)

Applications in Computer Games Collision detection and response Smoke Fluids uds Cloth Destructible environments Ragdoll Physics High density crowds

Collision Detection Video 4

Smoke and Fluids Video 5

Smoke and Fluids Video 6

Oceans (and clouds)

Cloth Video 7, 8

Destructible Environments Video 9, 10

Ragdoll Physics Video 11 (0:18), 12, 13

Galaxies Video 14

High Density Crowds Video 15

See you soon! Lab 1 Solar system simulation in Blender Location: Visualisation (VIC) Studio Day: 22 nd January (tomorrow) Time: 13:00-15:00