2.5 Physically-based Animation



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2.5 Physically-based Animation 320491: Advanced Graphics - Chapter 2 74

Physically-based animation Morphing allowed us to animate between two known states. Typically, only one state of an object is known. The known state is considered the equilibrium. The object is animated by applying physical laws. 320491: Advanced Graphics - Chapter 2 75

Goals Animating and simulating solid objects: rigid objects elastic objects plasticity fracture fluids gases sheets: cloth draping strings: hair 320491: Advanced Graphics - Chapter 2 76

Deformable models 320491: Advanced Graphics - Chapter 2 77

References Physically Based Deformable Models in Computer Graphics. Andrew Nealen, Matthias Müller, Richard Keiser, Eddy Boxerman, and Mark Carlson. Eurographics 2005, STAR, 2005. 320491: Advanced Graphics - Chapter 2 78

Rigid models Just affine transformations No problem, if dynamics are known 320491: Advanced Graphics - Chapter 2 79

Dynamics ACM 1988 Spacetime Constraints 320491: Advanced Graphics - Chapter 2 80

Piecewise rigid models Affine transformations with constraints No problem, if dynamics are known 320491: Advanced Graphics - Chapter 2 81

Procedural animation Describes the motion algorithmically Expresses animation as a function of small number of parameters Example 1: a clock with second, minute and hour hands hands should rotate together express the clock motions in terms of a seconds variable the clock is animated by varying the seconds parameter Example 2: A bouncing ball Abs(sin(ωt+θ 0 ))*e -kt 320491: Advanced Graphics - Chapter 2 82

Physically-based animation Assign physical properties to objects (masses, forces, inertial properties) Simulate physics by solving equations Realistic but difficult to control v 0 m g 320491: Advanced Graphics - Chapter 2 83

Rigid body dynamics Physics Velocity Acceleration Angular Momentum Collisions Friction 320491: Advanced Graphics - Chapter 2 84

Collisions We know how to simulate bouncing really well But resting collisions are hard to manage 320491: Advanced Graphics - Chapter 2 85

Collision detection Can become expensive Use fast collision checks with bounding volumes 320491: Advanced Graphics - Chapter 2 86

Fracture Objects break apart when applied forces are too strong Fracture threshold Remeshing (need connectivity info) Material properties Parameter tuning 320491: Advanced Graphics - Chapter 2 87

Deformable models Not just affine transformations. Object changes its shape. 320491: Advanced Graphics - Chapter 2 88

2.6 Mass-spring Models 320491: Advanced Graphics - Chapter 2 89

Mass-spring model The vertices of a mesh become particles. Particles are assigned a certain mass (typically uniformly). Forces are applied between the particles. The forces try to maintain the equilibrium, i.e., the undeformed state. Forces can be implemented by assigning a spring model to each edge of the mesh. 320491: Advanced Graphics - Chapter 2 90

Hooke s law 320491: Advanced Graphics - Chapter 2 91

Spring forces Force in the direction of the spring and proportional to difference with rest length K is the stiffness of the spring When K gets bigger, the spring really wants to keep its rest length L 0 F P i P j 320491: Advanced Graphics - Chapter 2 92

How would you simulate a string? Each particle is linked to two particles Forces try to keep the distance between particles constant What force? 320491: Advanced Graphics - Chapter 2 93

How would you simulate a string? Springs link the particles Springs try to keep their rest lengths and preserve the length of the string Not exactly preserved though, and we get numerical oscillation Rubber band approximation 320491: Advanced Graphics - Chapter 2 94

Mass-spring models Interaction between particles Create a network of spring forces that link pairs of particles Used for strings (hair, ) and sheets (cloth, ) 320491: Advanced Graphics - Chapter 2 95

Mass-spring models Can generate 1D, 2D, and 3D connectivity 320491: Advanced Graphics - Chapter 2 96

Three types of forces Structural forces Try to enforce invariant properties of the system E.g. force the distance between two particles to be constant Ideally, these should be constraints, not forces Internal deformation forces E.g. a string deforms, a spring board tries to remain flat External forces Gravity, etc. 320491: Advanced Graphics - Chapter 2 97

Spring-mass systems The state of a system at a given time t is defined by the positions x and velocities v of all the masses m. The force f of each mass is computed due to its spring connection with its neighbors its external forces The motion is governed by Newton s second law For the entire system, we get M is a diagonal matrix. Solve the ordinary differential equation using numerical integration. 320491: Advanced Graphics - Chapter 2 98

Linear elasticity Commonly, springs are modeled as being linearly elastic: 320491: Advanced Graphics - Chapter 2 99

Viscoelasticity Physical bodies are not perfectly elastic. Viscoelastic springs are used to damp out relative motion. In addition to the elastic force, each spring adds a viscous force by looking into velocity differences: Unfortunately, this damps rigid body rotations as well as bending and wrinkling. Better: project velocity difference onto the edge to restrict force along that direction: 320491: Advanced Graphics - Chapter 2 100

Plasticity Plasticity can also be modeled by setting the force to a constant negative value, if the distance is smaller than the equilibrium a constant positive value, if the distance is larger than the equilibrium zero, if the distance is the equilibrium This is numerically unstable, but can be coupled with elastic and viscous components. 320491: Advanced Graphics - Chapter 2 101

Spring forces elastic, plastic, and viscous forces: 320491: Advanced Graphics - Chapter 2 102

Deformation energies More general solutions define deformation energies. Various energies can be embedded. Constraints of the form C(x)=0 can be embedded using the energy term These energies are minimized. They can enforce preservation of distances, angles, areas, volumes, etc. Forces are computed with respect to positions 320491: Advanced Graphics - Chapter 2 103

Lennard-Jones function The Lennard-Jones function is widely been used for spring model energies. It represents a potential energy It is given by: 320491: Advanced Graphics - Chapter 2 104

2.7 Example for Strings: Hair Animation 320491: Advanced Graphics - Chapter 2 105

Example: Hair 1D mass-spring model 320491: Advanced Graphics - Chapter 2 106

Reference Realistic hair simulation: animation and rendering Florence Bertails, Sunil Hadap, Marie-Paule Cani, Ming Lin, Tae-Yong Kim, Steve Marschner, Kelly Ward, and Zoran Kacic-Alesic SIGGRAPH '08: ACM SIGGRAPH 2008 classes, 1-154, 2008. 320491: Advanced Graphics - Chapter 2 107

Hair Add additional springs: 320491: Advanced Graphics - Chapter 2 108

Hair Each linear spring affects both bending and stretching. Ambiguity of linear springs: 320491: Advanced Graphics - Chapter 2 109

Hair Use angular springs instead. Deformation forces proportional to the angle between segments θ 320491: Advanced Graphics - Chapter 2 110

Hair Energies (straight hair): linear springs angular springs Discretization: more segments imply higher stiffness. 320491: Advanced Graphics - Chapter 2 111

Hair Animation of hair movement under changing external force can be run with thousands of hairs in less than a second per frame. However, hairs would penetrate each other, which does not lead to a realistic overall animation. Hair-hair interaction must be considered. 320491: Advanced Graphics - Chapter 2 112

Bounding cylinders Hair collision Swept sphere volume 320491: Advanced Graphics - Chapter 2 113

Hair collision Animation w/o and w/ hair-hair interaction 320491: Advanced Graphics - Chapter 2 114

Hair strands Resolving hair-hair interaction is very expensive. Idea: group hairs together to strands. 320491: Advanced Graphics - Chapter 2 115

Multiresolution hair representation Multiresolution strand representation 320491: Advanced Graphics - Chapter 2 116

Multiresolution hair representation Multiresolution representation Switch to higher resolution based on Visibility Viewing distance Hair motion: high velocities 320491: Advanced Graphics - Chapter 2 117

Multiresolution hair representation Multiresolution hair simulation 320491: Advanced Graphics - Chapter 2 118

Multiresolution hair representation Merging of strands 320491: Advanced Graphics - Chapter 2 119

Video Multiresolution hair animation. 320491: Advanced Graphics - Chapter 2 120

single strand very stiff initial section Hair in Shrek 3 320491: Advanced Graphics - Chapter 2 121

Hair in Shrek 3 adjust rest shape to account for shape change due to gravity 320491: Advanced Graphics - Chapter 2 122

Hair in Shrek 3 extensive collision resolving 320491: Advanced Graphics - Chapter 2 123

Hair in Chronicles of Narnia stiff hair clumping together 320491: Advanced Graphics - Chapter 2 124