vriphys12
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Browsing vriphys12 by Subject "Animation"
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Item Efficient Cloth Simulation Using an Adaptive Finite Element Method(The Eurographics Association, 2012) Bender, Jan; Deul, Crispin; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinIn this paper we present an efficient adaptive cloth simulation based on the sqrt-3-refinement scheme. Our adaptive cloth model can handle arbitrary triangle meshes and is not restricted to regular grid meshes which are required by other methods. Previous works on adaptive cloth simulation often use discrete cloth models like mass-spring systems in combination with a specific subdivision scheme. The problem of such models is that the simulation does not converge to the correct solution as the mesh is refined. We propose to use a cloth model which is based on continuum mechanics since continuous models do not have this problem. In order to perform an efficient simulation we use a linear elasticity model in combination with a corotational formulation. The sqrt-3-subdivision scheme has the advantage that it generates high quality meshes while the number of triangles increases only by a factor of 3 in each refinement step. However, the original scheme only defines a mesh refinement. Therefore, we introduce an extension to support the coarsening of our simulation model as well. Our proposed mesh adaption can be performed efficiently and therefore does not cause much overhead. In this paper we will show that a significant performance gain can be achieved by our adaptive method.Item An Efficient Surface Reconstruction Pipeline for Particle-Based Fluids(The Eurographics Association, 2012) Akinci, Gizem; Akinci, Nadir; Ihmsen, Markus; Teschner, Matthias; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinIn this paper we present an efficient surface reconstruction pipeline for particle-based fluids such as smoothed particle hydrodynamics. After the scalar field computation and the marching cubes based triangulation, we post process the surface mesh by applying surface decimation and subdivision algorithms. In comparison to existing approaches, the decimation step alleviates the particle alignment related bumpiness very efficiently and reduces the number of triangles in flat regions. Later, the subdivision step ensures that the non-smooth regions are smoothed in a performance friendly way which allows our approach to run significantly faster by using lower resolution marching cubes grids. The presented pipeline is applicable to particle position data sets in a frame by frame basis. Throughout the paper, we present both visual and performance comparisons with different parameter settings, and with a state-of-the-art surface reconstruction technique. Our results demonstrate that in comparison to other approaches with comparable surface quality, our pipeline runs 15 to 20 times faster with up to 80% less memory and secondary storage consumption.Item Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles(The Eurographics Association, 2012) Karim, Ahmad Abdul; Meyer, Alexandre; Gaudin, Thibaut; Buendia, Axel; Bouakaz, Saida; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinWe propose a pseudo-physics system and a spine model that can be coupled to generate life-like locomotion animations of quadrupeds and reptiles. The pseudo-physics system uses minimalist particle-based physics and values of the gait pattern to generate the sinusoidal-like ballistic movement of the pelvis observed in nature. While the spine model uses simple geometry-based calculations and 3D Hermite curves to generate a flexible spine model, giving the animated creatures more agility. Our final system is totally controllable by the user in order to generate any desired style.Item High-Resolution Simulation of Granular Material with SPH(The Eurographics Association, 2012) Ihmsen, Markus; Wahl, Arthur; Teschner, Matthias; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinWe present an efficient framework for simulating granular material with high visual detail. Our model solves the computationally and numerically critical forces on a coarsely sampled particle simulation. We incorporate a new frictional boundary force into an existing continuum-based method which enables realistic interactions and a more robust simulation. Visual realism is achieved by coupling a set of highly resolved particles with the base simulation at low computational costs. Thereby, visual details can be added which are not resolved by the base simulation.Item Policies for Goal Directed Multi-Finger Manipulation(The Eurographics Association, 2012) Andrews, Sheldon; Kry, Paul G.; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinWe present a method for one-handed task based manipulation of objects. Our approach uses a mid-level multiphase approach to break the problem into three parts, providing an appropriate control strategy for each phase and resulting in cyclic finger motions that accomplish the task. All motion is physically based, and guided by a policy computed for a particular task. The exact trajectory is never specified as the goal of our different tasks are concerned with the final orientation and position of the object. The offline simulations used to learn the policy are effective solutions for the task, but an important aspect of our work is that the policy is general enough to be used online in real time. We present two manipulation tasks and discuss their performance along with limitations.Item Real-time Hair Simulation with Efficient Hair Style Preservation(The Eurographics Association, 2012) Han, Dongsoo; Harada, Takahiro; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinHair can be a prominent feature of characters in real-time games. In this paper, we propose hair simulation with efficient preservation of various hair styles. Bending and twisting effects are crucial to simulate curly or wavy hair. We propose local and global shape constraints and parallel methods to update local and global transforms to find goal positions. All three methods show good visual quality and take only a small fraction of rendering time. This simulation runs on the GPU and works smoothly as a part of rendering pipeline. Simulating around 20,000 strands composed of total 0.22 million vertices takes less than 1 millisecond. Simulation parameters such as stiffness or number of iterations for shape constraints can be manipulated by users interactively. It helps designers choose the right parameters for various hair styles and conditions. Also the simulation can handle various situations interactively.Item Synthesizing Balancing Character Motions(The Eurographics Association, 2012) Kenwright, Ben; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinThis paper presents a novel method for generating balancing character poses by means of a weighted inverse kinematic constraint algorithm. The weighted constraints enable us to control the order of priority so that more important conditions such as balancing can take priority over less important ones. Maintaining a balancing pose enables us to create a variety of physically accurate motions (e.g., stepping, crouching). Balancing is achieved by controlling the location of the overall centre of mass of an articulated character; while the secondary constraints generate poses from end-effectors and trajectory information to provide continuous character movement. The poses are created by taking into account physical properties of the articulated character, that include joint mass, size, strength and angular limits. We demonstrate the successfulness of our method by generating balancing postures that are used to produce controllable character motions with physically accurate properties; likewise, our method is computationally fast, flexible and straightforward to implement.