Spelling suggestions: "subject:"physically based animation"" "subject:"physically based donimation""
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Fluid surface reconstruction from particlesWilliams, Brent Warren 05 1900 (has links)
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key idea is to construct a surface that is as smooth as possible while remaining faithful to the particle locations. We describe a mesh-based algorithm that expresses the surface in terms of a constrained optimization problem. Our algorithm incorporates a secondary contribution in Marching Tiles, a generalization of the Marching Cubes isosurfacing algorithm. Marching Tiles provides guarantees on the minimum vertex valence, making the surface mesh more amenable to numerical operators such as the Bilaplacian.
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Fluid surface reconstruction from particlesWilliams, Brent Warren 05 1900 (has links)
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key idea is to construct a surface that is as smooth as possible while remaining faithful to the particle locations. We describe a mesh-based algorithm that expresses the surface in terms of a constrained optimization problem. Our algorithm incorporates a secondary contribution in Marching Tiles, a generalization of the Marching Cubes isosurfacing algorithm. Marching Tiles provides guarantees on the minimum vertex valence, making the surface mesh more amenable to numerical operators such as the Bilaplacian.
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Interactive Animation of Dynamic ManipulationAbe, Yeuhi, Popovic, Jovan 28 February 2006 (has links)
Lifelike animation of manipulation must account for the dynamicinteraction between animated characters, objects, and their environment. Failing to do so would ignore the often significant effects objectshave on the motion of the character. For example, lifting a heavy objectwould appear identical to lifting a light one. Physical simulationhandles such interaction correctly, with a principled approach thatadapts easily to different circumstances, changing environments, andunexpected disturbances. Our work shows how to control lifelike animatedcharacters so that they accomplish manipulation tasks within aninteractive physical simulation. Our new multi-task control algorithmsimplifies descriptions of manipulation by supporting prioritized goalsin both the joint space of the character and the task-space of theobject. The end result is a versatile algorithm that incorporatesrealistic force limits and recorded motion postures to portray lifelikemanipulation automatically.
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Fluid surface reconstruction from particlesWilliams, Brent Warren 05 1900 (has links)
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key idea is to construct a surface that is as smooth as possible while remaining faithful to the particle locations. We describe a mesh-based algorithm that expresses the surface in terms of a constrained optimization problem. Our algorithm incorporates a secondary contribution in Marching Tiles, a generalization of the Marching Cubes isosurfacing algorithm. Marching Tiles provides guarantees on the minimum vertex valence, making the surface mesh more amenable to numerical operators such as the Bilaplacian. / Science, Faculty of / Computer Science, Department of / Graduate
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Physically-based baking animation using smoothed particle hydrodynamics for non-Newtonian fluidsRodriguez-Arenas, Omar Isidro Unknown Date
No description available.
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Interactive Animation and Modeling by Drawing -- Pedagogical Applications in MedicineBourguignon, David 08 January 2003 (has links) (PDF)
La compréhension et la mémorisation de données visuelles sont une part importante de l'apprentissage des étudiants en médecine. Cependant, la nature tridimensionnelle et dynamique du corps humain pose de nombreux problèmes. Leur solution nécessite de véritables outils informatiques interactifs pour permettre aux étudiants de créer et de manipuler des données complexes. Nous proposons dans ce but plusieurs approches. Tout d'abord, nous nous sommes intéressés à l'animation par modèles physiques de matériaux élastiques anisotropes. Son utilisation pendant un cours d'anatomie physiologique du myocarde offre la possibilité aux étudiants de construire des échantillons de tissu musculaire cardiaque. Pour atteindre cet objectif, notre modèle présente deux caractéristiques importantes : la première est un faible coût en temps de calcul afin atteindre un affichage interactif ; la seconde est une apparence intuitive qui facilite son contrôle par l'utilisateur. Ensuite, nous nous sommes intéressés à l'interaction en trois dimensions à l'aide d'interfaces bidimensionnelles, en vue de l'annotation de modèles existants, ou de la création de nouveaux modèles. Cette approche tire parti du fait que le dessin est encore considéré comme une importante méthode d'apprentissage par certains professeurs français d'anatomie. Notre système de dessin 3D possède une représentation des traits de l'utilisateur qui permet l'affichage d'un même dessin sous plusieurs points de vue. Cette représentation est d'ailleurs compatible avec celle de surfaces polygonales existantes, qui peuvent ainsi être annotées. De manière complètement différente, notre outil de modélisation par le dessin utilise conjointement les informations provenant de la géométrie des traits et de l'analyse de l'image produite, afin de créer des modèles en trois dimensions sans passer par une spécification explicite de la profondeur.
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The incorporation of bubbles into a computer graphics fluid simulationGreenwood, Shannon Thomas 29 August 2005 (has links)
We present methods for incorporating bubbles into a photorealistc fluid simulation. Previous methods of fluid simulation in computer graphics do not include bubbles. Our system automatically creates bubbles, which are simulated on top of the fluid simulation. These bubbles are approximated by spheres and are rendered with the fluid to appear as one continuous surface. This enhances the overall realism of the appearance of a splashing fluid for computer graphics. Our methods leverage the particle level set representation of the fluid surface. We create bubbles from escaped marker particles from the outside to the inside. These marker particles might represent air that has been trapped within the fluid surface. Further, we detect when air is trapped in the fluid and create bubbles within this space. This gives the impression that the air pocket has become bubbles and is an inexpensive way to simulate the air trapped in air pockets. The results of the simulation are rendered with a raytracer that includes caustics. This allows the creation of photorealistic images. These images support our position that the simple addition of bubbles included in a fluid simulation creates results that are much more true to life.
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Physically based simulation of explosionsRoach, Matthew Douglas 29 August 2005 (has links)
This thesis describes a method for using physically based techniques to model an explosion and the resulting side effects. Explosions are some of the most visually exciting phenomena known to humankind and have become nearly ubiquitous in action films. A realistic computer simulation of this powerful event would be cheaper, quicker, and much less complicated than safely creating the real thing. The immense energy released by a detonation creates a discontinuous localized increase in pressure and temperature. Physicists and engineers have shown that the dissipation of this concentration of energy, which creates all the visible effects, adheres closely to the compressible Navier-Stokes equation. This program models the most noticeable of these results. In order to simulate the pressure and temperature changes in the environment, a three dimensional grid is placed throughout the area around the detonation and a discretized version of the Navier-Stokes equation is applied to the resulting voxels. Objects in the scene are represented as rigid bodies that are animated by the forces created by varying pressure on their hulls. Fireballs, perhaps the most awe-inspiring side effects of an explosion, are simulated using massless particles that flow out from the center of the blast and follow the currents created by the dissipating pressure. The results can then be brought into Maya for evaluation and tweaking.
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Rigid, Melting, and Flowing FluidCarlson, Mark Thomas 29 October 2004 (has links)
This work focuses on the simulation of fluids as they transition between a solid and a liquid
state, and as they interact with rigid bodies in a realistic fashion. There is an underlying theme to
my work that I did not recognize until I examined my body of research as a whole. The equations
of motion that are generally considered appropriate only for liquids or gas can also be used to
model solids. Without adding extra constraints, one can model a solid simply as a fluid with a high
viscosity. Admittedly, this representation will only get you so far, but this simple representation can
create some very nice animations of objects that start as solids, and then melt into liquid over time.
Another way to represent solids with the fluid equations is to add extra constraints to the equations.
I use this representation in the parts of this work that focus on the two-way coupling of liquids with
rigid bodies. The coupling affects both how the liquid moves the rigid bodies, and how the rigid
bodies in turn affect the motion of the fluid. There are three components that are needed to allow
solids and fluids to interact: a rigid body solver, a fluid solver, and a mechanism for the coupling of
the two solvers.
The fluid solver used in this work was presented in [8]. This Melting and Flowing solver is
a fast and stable system for animating materials that melt, flow, and solidify. Examples of realworld
materials that exhibit these phenomena include melting candles, lava flow, the hardening of
cement, icicle formation, and limestone deposition. Key to this fluid solver is the idea that we can
plausibly simulate such phenomena by simply varying the viscosity inside a standard fluid solver,
treating solid and nearly-solid materials as very high viscosity fluids. The computational method
modifies the Marker-And-Cell algorithm [99] in order to rapidly simulate fluids with variable and
arbitrarily high viscosity. The modifications allow the viscosity of the material to change in space
and time according to variation in temperature, water content, or any other spatial variable. This
in turn allows different locations in the same continuous material to exhibit states ranging from the
absolute rigidity or slight bending of hardened wax to the splashing and sloshing of water.
The coupling that ties together the rigid body and fluid solvers was presented in [7], and is
known as the Rigid Fluid method. It is a technique for animating the interplay between rigid bodies
and viscous incompressible fluid with free surfaces. Distributed Lagrange multipliers are used to
ensure two-way coupling that generates realistic motion for both the solid objects and the fluid as
they interact with one another. The rigid fluid method is so named because the simulator treats
the rigid objects as if they were made of fluid. The rigidity of such an object is maintained by
identifying the region of the velocity field that is inside the object and constraining those velocities
to be rigid body motion. The rigid fluid method is straightforward to implement, incurs very little
computational overhead, and can be added as a bridge between current fluid simulators and rigid
body solvers. Many solid objects of different densities (e.g., wood or lead) can be combined in the
same animation.
The rigid body solver used in this work is the impulse based solver, with shock propagation
introduced by Guendelman et al. in [36]. The rigid body solver allows for collisions ranging from
completely elastic, where an object can bounce around forever without loss of energy, to completely
inelastic where all energy is spent in the collision. Static and dynamic frictional forces are also
incorporated. The details of this rigid body solver will not be discussed, but the small changes
needed to couple this solver to interact with fluid will be.
When simulating fluids, the fluid-air interface (free surface) is an important part of the simulation.
In [8], the free surface is modelled by a set of marker particles, and after running a simulation
we create detailed polygonal models of the fluid by splatting particles into a volumetric grid and
then render these models using ray tracing with sub-surface scattering. In [7], I model the free
surface with a particle level set technique [14]. The surface is then rendered by first extracting a triangulated
surface from the level set and then ray tracing that surface with the Persistence of Vision
Raytracer (http://povray.org).
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The incorporation of bubbles into a computer graphics fluid simulationGreenwood, Shannon Thomas 29 August 2005 (has links)
We present methods for incorporating bubbles into a photorealistc fluid simulation. Previous methods of fluid simulation in computer graphics do not include bubbles. Our system automatically creates bubbles, which are simulated on top of the fluid simulation. These bubbles are approximated by spheres and are rendered with the fluid to appear as one continuous surface. This enhances the overall realism of the appearance of a splashing fluid for computer graphics. Our methods leverage the particle level set representation of the fluid surface. We create bubbles from escaped marker particles from the outside to the inside. These marker particles might represent air that has been trapped within the fluid surface. Further, we detect when air is trapped in the fluid and create bubbles within this space. This gives the impression that the air pocket has become bubbles and is an inexpensive way to simulate the air trapped in air pockets. The results of the simulation are rendered with a raytracer that includes caustics. This allows the creation of photorealistic images. These images support our position that the simple addition of bubbles included in a fluid simulation creates results that are much more true to life.
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