Project 1. Has been posted! Previous year projects:
|
|
- Moris Jefferson
- 5 years ago
- Views:
Transcription
1 Project 1 Has been posted! Previous year projects: Bren Meeder Heegun Lee
2 Hair Simulation (and Rendering) Image from Final Fantasy (Kai s hair) Adrien Treuille
3 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
4 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
5 Tinkertoys Now we know how to simulate a bead on a wire. Next: a constrained particle system. E.g. constrain particle/particle distance to make rigid links. Same idea, but
6 Compact Particle System Notation q = WQ q: 3n-long state vector. q = x 1,x 2,,x n Q = f 1,f 2,,f n m1 Q: 3n-long force vector. matrix. T +J! mn mn mn More Notation C = C 1,C2,,Cm! =! 1,! 2,,! m "C J= "q 2C " How do you implement all this? J= "q"t We have a global matrix equation. like bead-on-wire. m1 W: M-inverse (element- wise -1 W = M reciprocal) -Jq - JW Q celeration C m1 ystem Constraint Equations M: 3n x 3n diagonal mass M = for! M M S
7 constraints state Constrained Dynamics: General Case d x = x dt d 1 f + f = W f + f x = x = M dt C(x) = 0 dc C C = = x = J x = 0 dt x C = J x + J x = 0 = J x + JW f + f At any point the set of legal velocities are those which are perpendicular to the rows of J. Conversely, the illegal velocities are spanned by JT i.e. {JT!!! Rc}. JW f = J x JW f 1 T x M x 2 T = x T M x T = x f + f virtual work T = T due to f Since the constraint force is perpendicular to all legal velocities, it must be in the span of JT. = x f = 0 therefore f = J T λ JW J T λ = J x JW f λ = JW J T 1 J x JW f
8 Drift and Feedback In principle, clamping C at zero is enough Two problems: Constraints might not be met initially Numerical errors can accumulate A feedback term handles both problems: C = - $C - %C, instead of C=0 $ and % are magic constants.
9 How do you implement all this? We have a global matrix equation. We want to build models on the fly, just like masses and springs. Approach: Each constraint adds its own piece to the equation.
10 Matrix Block Structure Each constraint contributes one or more blocks to the matrix. C Sparsity: many empty blocks. "C "x i xi "C "x j xj J Modularity: let each constraint compute its own blocks. Constraint and particle indices determine block locations.
11 J! J& C & C fc x v f m x v f m Global Stuff Global and Local Constraint
12 Constraint Structure Each constraint must know how to compute these C x v f m x v f m p1 p2 C "C "C, "x 1 "x "C "C, "x 1"t "x 2"t Distance Constraint C = x1 - x2 - r
13 Constrained Particle Systems particles n time forces nforces consts nconsts x x v v f f m m x v f m F F F FF C C C C C Added Stuff
14 x x v v f f m m Modified Deriv Eval Loop x 1 v f m 2 Clear Force Accumulators x x v v f f m m x v f m Return to solver F F F FF Apply forces Added Step C C C 4 3 C C Compute and apply Constraint Forces
15 Constraint Force Eval After computing ordinary forces: Loop over constraints, assemble global matrices and vectors. Call matrix solver to get!, multiply by JT to get constraint force. Add constraint force to particle force accumulators.
16 Impress your Friends The requirement that constraints not add or remove energy is called the Principle of Virtual Work. The! s are called Lagrange Multipliers. The derivative matrix, J, is called the Jacobian Matrix.
17 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
18 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
19 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
20 Real Hair
21 Real Hair
22 Real Hair Figure 1.1: Left, close view of a hair fiber (root upwards) showing covered by overlapping scales. Right, bending and twisting instabilitie when compressing a small wisp. Typical human head has 150k-200k individual strands. Dynamics not well understood. Subject still open to debate. Deformations of a hair strand involve rotations that are not infinitely so can only be described by nonlinear equations [AP07]. Physical effe from these nonlinearities include instabilities called buckling. For exam a thin hair wisp is held between two hands that are brought closer to (see Figure 1.1, right), it reacts by bending in a direction perpendicu applied compression. If the hands are brought even closer, a second occurs and the wisp suddenly starts to coil (the bending deformation is
23 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
24 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
25 Questions How could we simulate hair? What about......preventing bending?...different kinds of hair?...collisions?...200k hairs?
26 Student Answers - hair models - mass-spring model: string of particles (one attached to scalp) - but we need a length constraint! - prevent bending: attach every two particles - use constraints to prevent over stretching - how about more than one strand per hair - simulate torsion - rather than using just straight lines, could we use bezier curves as basic elements - rather than using individual strands, interpolate a general mesh - how to implement curly hair: - put the particles in a helix and try to revert to that position - attach every nth particle - force a "curl" - equally favors clockwise and counterclockwise curls - use "big particles" that won't collide at a distance - adjusting the number of particles may affect the hair dynamics (beyond just increasing resolution) - for collisions - implement a spatial data structure to save computation - repelling forces, but could be an issue for many particles - have soft spring forces when "cylinders" intersect - to achieve 100k strands - interpolate between hairs - extrapolate from one hair to many
27 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
28 Hair Dynamics Control Mesh Mass-Spring Systems Rigid Links Super Helices
29 Hair Dynamics Control Mesh Mass-Spring Systems Rigid Links Super Helices
30 Control Mesh A Practical Model for Hair Mutual Interactions Johnny T. Chang, Jingyi Jin, Yizhou Yu. ACM SIGGRAPH Symp. on Computer Animation. pp , 2002.
31 Control Mesh
32 Hair Dynamics Control Mesh Mass-Spring Systems Rigid Links Super Helices
33 Recall...
34
35
36
37 Disadvantages Torsional Rigidity Non-stretching of the strands
38
39 decided to start with the mass-spring system since we had a working code fro in-house cloth simulator. There we started by adapting the existing partic
40 k = implicit integration? n+1 Implicit integrator adds stability Loss of angular momentum Good Jacobian (filter) very important
41 k Is infinity! Well, how do we preserve length then? use non-linear correction
42 non-linear post correction
43 non-linear post correction
44 non-linear post correction
45 non-linear post correction Post solve correction Successive relaxation until convergence Guaranteed length preservation Cheap simulation of k infinity
46 non-linear post correction How to implement? Cloth simulation literatures Provot 1995 (position only) Bridson 2002 (impulse) Hair-specific relaxation possible
47 Predictor-corrector scheme Implicit Filter (Predictor) Sharpener (Corrector) Implicit Filter (Predictor)
48 1.First pass-implicit integration First implicit solve to get new velocity
49 2.First pass-implicit integration Advance position with the predicted mid-step velocity
50 3.Non-linear Correction Apply non-linear corrector to get position (length) right
51 4.Impulse Change velocity due to length preservation Velocity may be out of sync after impulse
52 5.Second implicit integration Filters out velocity field Velocity field in sync again
53
54 Hair Dynamics Control Mesh Mass-Spring Systems Rigid Links Super Helices
55 Featherstone Algorithm joint i joint i+1 link i link 1 link n joint n joint 1 link 0 (base) inboard outboard outboard joint link i!1 O fi!1 I f i!1 inboard joint τoi!1 m i!1 g τii!1 O
56 Rigid Links Fewer degrees of freedom. Torsional forces. Difficult Implementation. Constraints Difficult.
57 Hair Dynamics Control Mesh Mass-Spring Systems Rigid Links Super Helices
58 Super Helices other interesting approaches to handle strand-strand interactions include wisp level interactions [PCP01b, BKCN03b], layers [LK01b] and strips [CJY02b]. We demonstrate the effectiveness of the proposed Oriented Strand methodology, through impressive results in production of Madagascar and Shrek The Third at PDI/DreamWorks, in Section 5.1. Why just use straight rods? 1.4 Super-Helices: a compact model for thin geometry Figure 1.5: Left, a Super-Helix. Middle and right, dynamic simulation of natural hair of various types: wavy, curly, straight. These hairstyles were animated using N = 5 helical elements per guide strand.
59 ng the internal friction coefficient. Super Helices the terms needed in equation (1.23) have been given in equations ( the The Dynamics of Super-Helices gging latter into the former, one arrives at explicit equations o the generalized coordinate q(t). Although straightforward in princ 3 culation is involved. It can nevertheless be worked out easily using a culation language such as Mathematica [Wol99]: the first step is to im reconstruction of Super-Helices as given in Appendix 1.4.3; the se o work out the right-hand sides of equations (1.24), using symbolic in enever necessary; the final step is to plug everything back into equati is leads to the equation of motion of a Super-Helix: Figure 1.6: Left, geometry of Super-Helix. Right, animating Super-Helices with L different natural curvatures andn twist: a) straight, b) wavy, c) curly, d) strongly i M[s, q] q + K (q q ) = A[t, q, q ] + J [s, q,t] F (s,t) ds. iq curly. In this example, each Super-Helix is composed 0of 10 helical elements. We shall first present the model that we used to animate individual hair strands this equation, the bracket notation is used to emphasize that all func (guide strands). This model has a tunable number of degrees of freedom. It is enbuilt byupon explicit formula termstheories of their arguments. the Cosserat and in Kirchhoff of rods. In mechanical engineering literature, a rod is defined as an elastic material that is effectively one dimensional: equation (1.25), the inertia matrix M is a dense square matrix of its length is much larger than the size of its cross section.
60 Super Helices Figure 1.8: Fitting γ for a vertical oscillatory motion of a disciplined, curly hair clump. Left, comparison between the real (top) and virtual (bottom) experiments. Right, the span A of the hair clump for real data is compared to the simulations for different values of γ. In this case, γ = kg m3 s 1 gives qualitatively
61 Super Helices
62 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
63 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
64 decided to start with the mass-spring system since we had a working code fro in-house cloth simulator. There we started by adapting the existing partic
65 guide strands having closetips ro o guidetwo strands having close roots but distant criterion onbetween the distance ti terion on the distance tips, see between Figure 4, (d) Rendering Interpolation Extrapolation 4: Semi-interpolating scheth gure 4: Figure Semi-interpolating scheme for generating
66 Overview More Constraints Hair Real Hair Questions Hair Dynamics Hair Rendering
67 Conclusion
Hair Simulation (and Rendering)
Hair Simulation (and Rendering) Image from Final Fantasy (Kai s hair) Adrien Treuille Overview Project Solving Linear Systems Questions About the Project Hair Real Hair Hair Dynamics Hair Rendering Course
More informationCloth and Hair Collisions
algorithm (presented in Section IV-C.2), by using the recent capabilities of GPUs. Koster et al. [78] exploited graphics hardware by storing all the opacity maps in a 3D texture, to have the hair self-shadow
More informationCloth Simulation. COMP 768 Presentation Zhen Wei
Cloth Simulation COMP 768 Presentation Zhen Wei Outline Motivation and Application Cloth Simulation Methods Physically-based Cloth Simulation Overview Development References 2 Motivation Movies Games VR
More informationApplications. Human and animal motion Robotics control Hair Plants Molecular motion
Multibody dynamics Applications Human and animal motion Robotics control Hair Plants Molecular motion Generalized coordinates Virtual work and generalized forces Lagrangian dynamics for mass points
More informationCloth Simulation. Tanja Munz. Master of Science Computer Animation and Visual Effects. CGI Techniques Report
Cloth Simulation CGI Techniques Report Tanja Munz Master of Science Computer Animation and Visual Effects 21st November, 2014 Abstract Cloth simulation is a wide and popular area of research. First papers
More informationSimulation of curly hair
Computer Generated Imagery Techniques Assignment Report May 2013 Simulation of curly hair student ID : i7266699 student name : Fabio student surname : Turchet 1. Introduction For my assignment I implemented
More informationPhysically Based Simulation
CSCI 480 Computer Graphics Lecture 21 Physically Based Simulation April 11, 2011 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s11/ Examples Particle Systems Numerical
More informationPhysically Based Simulation
CSCI 420 Computer Graphics Lecture 21 Physically Based Simulation Examples Particle Systems Numerical Integration Cloth Simulation [Angel Ch. 9] Jernej Barbic University of Southern California 1 Physics
More informationMass-Spring Systems. Last Time?
Mass-Spring Systems Last Time? Implicit Surfaces & Marching Cubes/Tetras Collision Detection & Conservative Bounding Regions Spatial Acceleration Data Structures Octree, k-d tree, BSF tree 1 Today Particle
More informationSimulation in Computer Graphics. Deformable Objects. Matthias Teschner. Computer Science Department University of Freiburg
Simulation in Computer Graphics Deformable Objects Matthias Teschner Computer Science Department University of Freiburg Outline introduction forces performance collision handling visualization University
More informationA simple example. Assume we want to find the change in the rotation angles to get the end effector to G. Effect of changing s
CENG 732 Computer Animation This week Inverse Kinematics (continued) Rigid Body Simulation Bodies in free fall Bodies in contact Spring 2006-2007 Week 5 Inverse Kinematics Physically Based Rigid Body Simulation
More informationChapter 3: Computer Animation Reminder: Descriptive animation. Procedural animation : Examples. Towards methods that generate motion?
Chapter 3 : Computer Animation (continued) Chapter 3: Computer Animation Reminder: Descriptive animation Describes a single motion, with manual control Ex: direct kinematics with key-frames, inverse kinematics
More informationCloth Hair. and. soft bodies
Cloth Hair Lesson 11 and soft bodies Lesson 08 Outline Problem definition and motivations Modeling deformable solids with mass-spring model Position based dynamics Modeling cloths with mass-spring model
More informationLecture VI: Constraints and Controllers. Parts Based on Erin Catto s Box2D Tutorial
Lecture VI: Constraints and Controllers Parts Based on Erin Catto s Box2D Tutorial Motion Constraints In practice, no rigid body is free to move around on its own. Movement is constrained: wheels on a
More informationIntroduction to Computer Graphics. Animation (2) May 26, 2016 Kenshi Takayama
Introduction to Computer Graphics Animation (2) May 26, 2016 Kenshi Takayama Physically-based deformations 2 Simple example: single mass & spring in 1D Mass m, position x, spring coefficient k, rest length
More informationRagdoll Physics. Abstract. 2 Background. 1 Introduction. Gabe Mulley, Matt Bittarelli. April 25th, Previous Work
Ragdoll Physics Gabe Mulley, Matt Bittarelli April 25th, 2007 Abstract The goal of this project was to create a real-time, interactive, and above all, stable, ragdoll physics simulation. This simulation
More informationLecture VI: Constraints and Controllers
Lecture VI: Constraints and Controllers Motion Constraints In practice, no rigid body is free to move around on its own. Movement is constrained: wheels on a chair human body parts trigger of a gun opening
More informationCloth Animation with Collision Detection
Cloth Animation with Collision Detection Mara Guimarães da Silva Figure 1: Cloth blowing in the wind. Abstract This document reports the techniques and steps used to implemented a physically based animation
More informationCloth The Animation of Natural Phenomena Adrien Treuille
Cloth The Animation of Natural Phenomena Adrien Treuille Real Cloth Overview Properties of Real Cloth Cloth Simulation Properties of Cloth sheet of fabric (4) parameter for stretching (1) (4) parameter
More informationA Fast and Stable Approach for Restoration of Warped Document Images
A Fast and Stable Approach for Restoration of Warped Document Images Kok Beng Chua, Li Zhang, Yu Zhang and Chew Lim Tan School of Computing, National University of Singapore 3 Science Drive 2, Singapore
More information2.7 Cloth Animation. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter 2 123
2.7 Cloth Animation 320491: Advanced Graphics - Chapter 2 123 Example: Cloth draping Image Michael Kass 320491: Advanced Graphics - Chapter 2 124 Cloth using mass-spring model Network of masses and springs
More informationDYNAMIC SIMULATION OF INEXTENSIBLE CLOTH
DYNAMIC SIMULAION OF INEXENSIBLE CLOH Jan Bender, Daniel Bayer and Raphael Diziol Institut für Betriebs- und Dialogssysteme Universität Karlsruhe Am Fasanengarten 5 768 Karlsruhe Germany ABSRAC In this
More informationC O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66
Computer Animation Guoying Zhao 1 / 66 Basic Elements of Computer Graphics Modeling construct the 3D model of the scene Rendering Render the 3D model, compute the color of each pixel. The color is related
More informationComputer Animation. Algorithms and Techniques. z< MORGAN KAUFMANN PUBLISHERS. Rick Parent Ohio State University AN IMPRINT OF ELSEVIER SCIENCE
Computer Animation Algorithms and Techniques Rick Parent Ohio State University z< MORGAN KAUFMANN PUBLISHERS AN IMPRINT OF ELSEVIER SCIENCE AMSTERDAM BOSTON LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO
More informationHair Simulation Based on Mass Spring System
Hair Simulation Based on Mass Spring System Yao Lyu Master Thesis MSc Computer Animation and Visual Effects Bournemouth University NCCA August 2016 Abstract In this paper, we present a method for stably
More informationReal-Time Hair Simulation and Rendering on the GPU. Louis Bavoil
Real-Time Hair Simulation and Rendering on the GPU Sarah Tariq Louis Bavoil Results 166 simulated strands 0.99 Million triangles Stationary: 64 fps Moving: 41 fps 8800GTX, 1920x1200, 8XMSAA Results 166
More informationDYNAMICS FOR ANIMATION. Rémi Ronfard, Animation, M2R MOSIG
DYNAMICS FOR ANIMATION Rémi Ronfard, Animation, M2R MOSIG Summary of physics-based animation Motivation Newton s Laws Point-mass models Rigid and articulated bodies Ragdoll physics From kinematics to dynamics
More informationPhysically Based Modeling
Physically Based Modeling Course Organizer Andrew Witkin Pixar Animation Studios Physically based modeling has become an important new approach to computer animation and computer graphics modeling. Although
More informationAMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO F ^ k.^
Computer a jap Animation Algorithms and Techniques Second Edition Rick Parent Ohio State University AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO
More informationRigid Body Dynamics, Collision Response, & Deformation
Rigid Body Dynamics, Collision Response, & Deformation Pop Worksheet! Teams of 2. SOMEONE YOU HAVEN T ALREADY WORKED WITH What are the horizontal and face velocities after 1, 2, and many iterations of
More informationA Survey on Hair Modeling: Styling, Simulation, and Rendering
1 A Survey on Hair Modeling: Styling, Simulation, and Rendering Kelly Ward Florence Bertails Tae-Yong Kim Stephen R. Marschner Marie-Paule Cani Ming C. Lin Abstract Realistic hair modeling is a fundamental
More informationSimulation of Overhead Crane Wire Ropes Utilizing LS-DYNA
Simulation of Overhead Crane Wire Ropes Utilizing LS-DYNA Andrew Smyth, P.E. LPI, Inc., New York, NY, USA Abstract Overhead crane wire ropes utilized within manufacturing plants are subject to extensive
More informationMotion Capture & Simulation
Motion Capture & Simulation Motion Capture Character Reconstructions Joint Angles Need 3 points to compute a rigid body coordinate frame 1 st point gives 3D translation, 2 nd point gives 2 angles, 3 rd
More informationStructure and Synthesis of Robot Motion
Structure and Synthesis of Robot Motion Dynamics: Constraints, Continua, etc. Subramanian Ramamoorthy School of Informatics 5 February, 2009 Recap Last time, we discussed two major approaches to describing
More informationNavier-Stokes & Flow Simulation
Last Time? Navier-Stokes & Flow Simulation Pop Worksheet! Teams of 2. Hand in to Jeramey after we discuss. Sketch the first few frames of a 2D explicit Euler mass-spring simulation for a 2x3 cloth network
More informationParallel Robots. Mechanics and Control H AMID D. TAG HI RAD. CRC Press. Taylor & Francis Group. Taylor & Francis Croup, Boca Raton London NewYoric
Parallel Robots Mechanics and Control H AMID D TAG HI RAD CRC Press Taylor & Francis Group Boca Raton London NewYoric CRC Press Is an Imprint of the Taylor & Francis Croup, an informs business Contents
More informationChapter 3 Numerical Methods
Chapter 3 Numerical Methods Part 1 3.1 Linearization and Optimization of Functions of Vectors 1 Problem Notation 2 Outline 3.1.1 Linearization 3.1.2 Optimization of Objective Functions 3.1.3 Constrained
More informationModeling Cloth Using Mass Spring Systems
Modeling Cloth Using Mass Spring Systems Corey O Connor Keith Stevens May 2, 2003 Abstract We set out to model cloth using a connected mesh of springs and point masses. After successfully implementing
More informationFall CSCI 420: Computer Graphics. 4.2 Splines. Hao Li.
Fall 2014 CSCI 420: Computer Graphics 4.2 Splines Hao Li http://cs420.hao-li.com 1 Roller coaster Next programming assignment involves creating a 3D roller coaster animation We must model the 3D curve
More informationFinal Exam CS 184: Foundations of Computer Graphics page 1 of 14 Fall 2016 Prof. James O Brien
Final Exam CS 184: Foundations of Computer Graphics page 1 of 14 Student Name: Student ID: Instructions: Read them carefully The exam begins at 3:10pm and ends at 6:00pm. You must turn your exam in when
More informationT6: Position-Based Simulation Methods in Computer Graphics. Jan Bender Miles Macklin Matthias Müller
T6: Position-Based Simulation Methods in Computer Graphics Jan Bender Miles Macklin Matthias Müller Jan Bender Organizer Professor at the Visual Computing Institute at Aachen University Research topics
More information5. GENERALIZED INVERSE SOLUTIONS
5. GENERALIZED INVERSE SOLUTIONS The Geometry of Generalized Inverse Solutions The generalized inverse solution to the control allocation problem involves constructing a matrix which satisfies the equation
More informationMath background. 2D Geometric Transformations. Implicit representations. Explicit representations. Read: CS 4620 Lecture 6
Math background 2D Geometric Transformations CS 4620 Lecture 6 Read: Chapter 2: Miscellaneous Math Chapter 5: Linear Algebra Notation for sets, functions, mappings Linear transformations Matrices Matrix-vector
More information04 - Normal Estimation, Curves
04 - Normal Estimation, Curves Acknowledgements: Olga Sorkine-Hornung Normal Estimation Implicit Surface Reconstruction Implicit function from point clouds Need consistently oriented normals < 0 0 > 0
More informationCOMPUTATIONAL DYNAMICS
COMPUTATIONAL DYNAMICS THIRD EDITION AHMED A. SHABANA Richard and Loan Hill Professor of Engineering University of Illinois at Chicago A John Wiley and Sons, Ltd., Publication COMPUTATIONAL DYNAMICS COMPUTATIONAL
More information1.2 Numerical Solutions of Flow Problems
1.2 Numerical Solutions of Flow Problems DIFFERENTIAL EQUATIONS OF MOTION FOR A SIMPLIFIED FLOW PROBLEM Continuity equation for incompressible flow: 0 Momentum (Navier-Stokes) equations for a Newtonian
More informationSplines. Parameterization of a Curve. Curve Representations. Roller coaster. What Do We Need From Curves in Computer Graphics? Modeling Complex Shapes
CSCI 420 Computer Graphics Lecture 8 Splines Jernej Barbic University of Southern California Hermite Splines Bezier Splines Catmull-Rom Splines Other Cubic Splines [Angel Ch 12.4-12.12] Roller coaster
More informationPSE Game Physics. Session (3) Springs, Ropes, Linear Momentum and Rotations. Oliver Meister, Roland Wittmann
PSE Game Physics Session (3) Springs, Ropes, Linear Momentum and Rotations Oliver Meister, Roland Wittmann 08.05.2015 Session (3) Springs, Ropes, Linear Momentum and Rotations, 08.05.2015 1 Outline Springs
More informationWEEKS 1-2 MECHANISMS
References WEEKS 1-2 MECHANISMS (METU, Department of Mechanical Engineering) Text Book: Mechanisms Web Page: http://www.me.metu.edu.tr/people/eres/me301/in dex.ht Analitik Çözümlü Örneklerle Mekanizma
More information11. Kinematic models of contact Mechanics of Manipulation
11. Kinematic models of contact Mechanics of Manipulation Matt Mason matt.mason@cs.cmu.edu http://www.cs.cmu.edu/~mason Carnegie Mellon Lecture 11. Mechanics of Manipulation p.1 Lecture 11. Kinematic models
More informationMathematical Tools in Computer Graphics with C# Implementations Table of Contents
Mathematical Tools in Computer Graphics with C# Implementations by Hardy Alexandre, Willi-Hans Steeb, World Scientific Publishing Company, Incorporated, 2008 Table of Contents List of Figures Notation
More information9. Representing constraint
9. Representing constraint Mechanics of Manipulation Matt Mason matt.mason@cs.cmu.edu http://www.cs.cmu.edu/~mason Carnegie Mellon Lecture 9. Mechanics of Manipulation p.1 Lecture 9. Representing constraint.
More informationRobots are built to accomplish complex and difficult tasks that require highly non-linear motions.
Path and Trajectory specification Robots are built to accomplish complex and difficult tasks that require highly non-linear motions. Specifying the desired motion to achieve a specified goal is often a
More informationIntuitive Control of Dynamic Simulation Using Improved Implicit Constraint Enforcement
Intuitive Control of Dynamic Simulation Using Improved Implicit Constraint Enforcement Min Hong, Samuel Welch, and Min-Hyung Choi 3 Bioinformatics, University of Colorado Health Sciences Center, 400 E.
More information2.11 Particle Systems
2.11 Particle Systems 320491: Advanced Graphics - Chapter 2 152 Particle Systems Lagrangian method not mesh-based set of particles to model time-dependent phenomena such as snow fire smoke 320491: Advanced
More informationPPGCC Linha de Pesquisa SIV Disciplina: Animação Computadorizada. Profª. Drª. Soraia Raupp Musse Pós-doc Dr Leandro Dihl 12/05/2015
PPGCC Linha de Pesquisa SIV Disciplina: Animação Computadorizada Profª. Drª. Soraia Raupp Musse Pós-doc Dr Leandro Dihl 12/05/2015 Cloth Simulation Cloth simulation has been an important topic in computer
More informationA Layered Wisp Model for Simulating Interactions inside Long Hair
A Layered Wisp Model for Simulating Interactions inside Long Hair Eric Plante Taarna Studios Inc. Current affiliation: discreet. Eric.Plante@discreet.com Marie-Paule Cani imagis-gravir/imag, joint lab
More informationConstraint fluids in Sprinkle. Dennis Gustafsson Mediocre
Constraint fluids in Sprinkle Dennis Gustafsson Mediocre Sprinkle. Sequel. Put out fires. Makeshift firetruck. Distant moon of Saturn. Fluid sim used at the core. Not only to put out fires -> move obstacles,
More informationSimulation in Computer Graphics. Particles. Matthias Teschner. Computer Science Department University of Freiburg
Simulation in Computer Graphics Particles Matthias Teschner Computer Science Department University of Freiburg Outline introduction particle motion finite differences system of first order ODEs second
More informationGuidelines for proper use of Plate elements
Guidelines for proper use of Plate elements In structural analysis using finite element method, the analysis model is created by dividing the entire structure into finite elements. This procedure is known
More informationChapter 6 Visualization Techniques for Vector Fields
Chapter 6 Visualization Techniques for Vector Fields 6.1 Introduction 6.2 Vector Glyphs 6.3 Particle Advection 6.4 Streamlines 6.5 Line Integral Convolution 6.6 Vector Topology 6.7 References 2006 Burkhard
More informationCS545 Contents IX. Inverse Kinematics. Reading Assignment for Next Class. Analytical Methods Iterative (Differential) Methods
CS545 Contents IX Inverse Kinematics Analytical Methods Iterative (Differential) Methods Geometric and Analytical Jacobian Jacobian Transpose Method Pseudo-Inverse Pseudo-Inverse with Optimization Extended
More informationNumerical Integration
1 Numerical Integration Jim Van Verth Insomniac Games jim@essentialmath.com Essential mathematics for games and interactive applications Talk Summary Going to talk about: Euler s method subject to errors
More informationROBOTICS 01PEEQW. Basilio Bona DAUIN Politecnico di Torino
ROBOTICS 01PEEQW Basilio Bona DAUIN Politecnico di Torino Control Part 4 Other control strategies These slides are devoted to two advanced control approaches, namely Operational space control Interaction
More informationGeometric Transformations
Geometric Transformations CS 4620 Lecture 9 2017 Steve Marschner 1 A little quick math background Notation for sets, functions, mappings Linear and affine transformations Matrices Matrix-vector multiplication
More informationFor each question, indicate whether the statement is true or false by circling T or F, respectively.
True/False For each question, indicate whether the statement is true or false by circling T or F, respectively. 1. (T/F) Rasterization occurs before vertex transformation in the graphics pipeline. 2. (T/F)
More informationCT5510: Computer Graphics. Transformation BOCHANG MOON
CT5510: Computer Graphics Transformation BOCHANG MOON 2D Translation Transformations such as rotation and scale can be represented using a matrix M.., How about translation? No way to express this using
More informationRevision of the SolidWorks Variable Pressure Simulation Tutorial J.E. Akin, Rice University, Mechanical Engineering. Introduction
Revision of the SolidWorks Variable Pressure Simulation Tutorial J.E. Akin, Rice University, Mechanical Engineering Introduction A SolidWorks simulation tutorial is just intended to illustrate where to
More informationIntroduction to Computer Graphics
Introduction to Computer Graphics 2016 Spring National Cheng Kung University Instructors: Min-Chun Hu 胡敏君 Shih-Chin Weng 翁士欽 ( 西基電腦動畫 ) Data Representation Curves and Surfaces Limitations of Polygons Inherently
More informationControl of industrial robots. Kinematic redundancy
Control of industrial robots Kinematic redundancy Prof. Paolo Rocco (paolo.rocco@polimi.it) Politecnico di Milano Dipartimento di Elettronica, Informazione e Bioingegneria Kinematic redundancy Direct kinematics
More informationCOMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation
Lecture 10: Animation COMP 175: Computer Graphics March 12, 2018 1/37 Recap on Camera and the GL Matrix Stack } Go over the GL Matrix Stack 2/37 Topics in Animation } Physics (dynamics, simulation, mechanics)
More informationINTRODUCTION CHAPTER 1
CHAPTER 1 INTRODUCTION Modern mechanical and aerospace systems are often very complex and consist of many components interconnected by joints and force elements such as springs, dampers, and actuators.
More information1. Introduction 1 2. Mathematical Representation of Robots
1. Introduction 1 1.1 Introduction 1 1.2 Brief History 1 1.3 Types of Robots 7 1.4 Technology of Robots 9 1.5 Basic Principles in Robotics 12 1.6 Notation 15 1.7 Symbolic Computation and Numerical Analysis
More informationMeasuring Lengths The First Fundamental Form
Differential Geometry Lia Vas Measuring Lengths The First Fundamental Form Patching up the Coordinate Patches. Recall that a proper coordinate patch of a surface is given by parametric equations x = (x(u,
More informationTwisting, Tearing and Flicking Effects in String Animations
Twisting, Tearing and Flicking Effects in String Animations Witawat Rungjiratananon 1, Yoshihiro Kanamori 2, Napaporn Metaaphanon 3, Yosuke Bando 4, Bing-Yu Chen 5, and Tomoyuki Nishita 1 1 The University
More information13. Polyhedral Convex Cones
13. Polyhedral Convex Cones Mechanics of Manipulation Matt Mason matt.mason@cs.cmu.edu http://www.cs.cmu.edu/~mason Carnegie Mellon Lecture 13. Mechanics of Manipulation p.1 Lecture 13. Cones. Chapter
More informationThe exam begins at 5:10pm and ends at 8:00pm. You must turn your exam in when time is announced or risk not having it accepted.
CS 184: Foundations of Computer Graphics page 1 of 11 Student Name: Student ID: Instructions: Read them carefully! The exam begins at 5:10pm and ends at 8:00pm. You must turn your exam in when time is
More informationLesson 1: Introduction to Pro/MECHANICA Motion
Lesson 1: Introduction to Pro/MECHANICA Motion 1.1 Overview of the Lesson The purpose of this lesson is to provide you with a brief overview of Pro/MECHANICA Motion, also called Motion in this book. Motion
More informationSoft Body. 9.7 Physics - Soft Body
9.7 Physics - Soft Body Soft Body...1 Typical scenarios for using Soft Bodies...2 Creating a Soft Body...3 Simulation Quality...3 Cache and Bake...4 Interaction in real time...5 Tips...5 Exterior Forces...5
More informationChapter 3: Kinematics Locomotion. Ross Hatton and Howie Choset
Chapter 3: Kinematics Locomotion Ross Hatton and Howie Choset 1 (Fully/Under)Actuated Fully Actuated Control all of the DOFs of the system Controlling the joint angles completely specifies the configuration
More informationAnimation. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 4/23/07 1
Animation Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 4/23/07 1 Today s Topics Interpolation Forward and inverse kinematics Rigid body simulation Fluids Particle systems Behavioral
More informationFracture & Tetrahedral Models
Pop Worksheet! Teams of 2. Hand in to Jeramey after we discuss. What are the horizontal and face velocities after 1, 2, and many iterations of divergence adjustment for an incompressible fluid? Fracture
More informationChain Shape Matching for Simulating Complex Hairstyles
Volume 28 (2009), Number 7 pp. 1 8 COMPUTER GRAPHICS forum Chain Shape Matching for Simulating Complex Hairstyles W. Rungjiratananon 1, Y. Kanamori 2 and T. Nishita 1 1 The University of Tokyo, Japan 2
More informationSimulation in Computer Graphics. Introduction. Matthias Teschner. Computer Science Department University of Freiburg
Simulation in Computer Graphics Introduction Matthias Teschner Computer Science Department University of Freiburg Contact Matthias Teschner Computer Graphics University of Freiburg Georges-Koehler-Allee
More informationModeling Hair Movement with Mass-Springs
Modeling Hair Movement with Mass-Springs Anna Sokol ansokol@cs.sunysb.edu Computer Science Department SUY Stony Brook Abstract: This paper is presenting a framework for modeling hair movement using mass-springs.
More informationThe Jello Cube Assignment 1, CSCI 520. Jernej Barbic, USC
The Jello Cube Assignment 1, CSCI 520 Jernej Barbic, USC 1 The jello cube Undeformed cube Deformed cube The jello cube is elastic, Can be bent, stretched, squeezed,, Without external forces, it eventually
More informationSOLIDWORKS Simulation
SOLIDWORKS Simulation Length: 3 days Prerequisite: SOLIDWORKS Essentials Description: SOLIDWORKS Simulation is designed to make SOLIDWORKS users more productive with the SOLIDWORKS Simulation Bundle. This
More informationDesign of a dynamic simulation system for VR applications
Design of a dynamic simulation system for VR applications Jan Bender Abstract A dynamic simulation system for VR applications consists of multiple parts. The first task that must be accomplished is the
More informationExample 24 Spring-back
Example 24 Spring-back Summary The spring-back simulation of sheet metal bent into a hat-shape is studied. The problem is one of the famous tests from the Numisheet 93. As spring-back is generally a quasi-static
More informationFairing Scalar Fields by Variational Modeling of Contours
Fairing Scalar Fields by Variational Modeling of Contours Martin Bertram University of Kaiserslautern, Germany Abstract Volume rendering and isosurface extraction from three-dimensional scalar fields are
More informationKinematics: Intro. Kinematics is study of motion
Kinematics is study of motion Kinematics: Intro Concerned with mechanisms and how they transfer and transform motion Mechanisms can be machines, skeletons, etc. Important for CG since need to animate complex
More informationROSE-HULMAN INSTITUTE OF TECHNOLOGY
Introduction to Working Model Welcome to Working Model! What is Working Model? It's an advanced 2-dimensional motion simulation package with sophisticated editing capabilities. It allows you to build and
More informationModule 1: Introduction to Finite Difference Method and Fundamentals of CFD Lecture 6:
file:///d:/chitra/nptel_phase2/mechanical/cfd/lecture6/6_1.htm 1 of 1 6/20/2012 12:24 PM The Lecture deals with: ADI Method file:///d:/chitra/nptel_phase2/mechanical/cfd/lecture6/6_2.htm 1 of 2 6/20/2012
More information3D Physics Engine for Elastic and Deformable Bodies. Liliya Kharevych and Rafi (Mohammad) Khan Advisor: David Mount
3D Physics Engine for Elastic and Deformable Bodies Liliya Kharevych and Rafi (Mohammad) Khan Advisor: David Mount University of Maryland, College Park December 2002 Abstract The purpose of this project
More information15. Moment Labeling Mechanics of Manipulation
15. Moment Labeling Mechanics of Manipulation Matt Mason matt.mason@cs.cmu.edu http://www.cs.cmu.edu/~mason Carnegie Mellon Lecture 15. Mechanics of Manipulation p.1 Lecture 15. Moment Labeling. Chapter
More informationThis week. CENG 732 Computer Animation. Warping an Object. Warping an Object. 2D Grid Deformation. Warping an Object.
CENG 732 Computer Animation Spring 2006-2007 Week 4 Shape Deformation Animating Articulated Structures: Forward Kinematics/Inverse Kinematics This week Shape Deformation FFD: Free Form Deformation Hierarchical
More informationHomework 1: Implicit Surfaces, Collision Detection, & Volumetric Data Structures. Loop Subdivision. Loop Subdivision. Questions/Comments?
Homework 1: Questions/Comments? Implicit Surfaces,, & Volumetric Data Structures Loop Subdivision Shirley, Fundamentals of Computer Graphics Loop Subdivision SIGGRAPH 2000 course notes Subdivision for
More informationA New Self-Collision Detection Method for Cloth Simulation
Send Orders for Reprints to reprints@benthamscience.ae 386 The Open Electrical & Electronic Engineering Journal, 205, 9, 386-392 A New Self-Collision Detection Method for Cloth Simulation Open Access Fengquan
More informationEfficient Solution Techniques
Chapter 4 The secret to walking on water is knowing where the rocks are. Herb Cohen Vail Symposium 14 poster Efficient Solution Techniques In the previous chapter, we introduced methods for implementing
More informationInverse Kinematics Programming Assignment
Inverse Kinematics Programming Assignment CS 448D: Character Animation Due: Wednesday, April 29 th 11:59PM 1 Logistics In this programming assignment, you will implement a simple inverse kinematics solver
More information