Introduction to Computer Graphics. Animation (2) May 26, 2016 Kenshi Takayama

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1 Introduction to Computer Graphics Animation (2) May 26, 2016 Kenshi Takayama

2 Physically-based deformations 2

3 Simple example: single mass & spring in 1D Mass m, position x, spring coefficient k, rest length l, gravity g : m d2 x Equation of motion = k (x l) + g dt2 = f int x + f ext f ext : External force (gravity, collision, user interaction) f int x : Internal force (pulling the system back to original) O k l x(t) m g Spring s internal energy (potential): E x k 2 x l 2 Internal force is the opposite of potential gradient: f int x de dx = k x l 3

4 Mass-spring system in 3D N masses: i-th mass m i, position x i R 3 M springs: j-th spring e j = i 1, i 2 Coefficient k j, rest length l j i 1 l j i 2 System s potential energy for a state x = (x 1,, x N ) R 3N : Equation of motion: E x e j = i 1,i 2 M d2 x dt 2 k j 2 x i1 x i2 l j 2 = E(x) + f ext M R 3N 3N : Diagonal matrix made of m i (mass matrix) 4

5 Continuous elastic model in 2D (Finite Element Method) N vertices: i-th position x i R 2 M triangles: j-th triangle t j = (i 1, i 2, i 3 ) Tessellate the domain into triangular mesh Undeformed state: X = (X 1,, X N ) R 2N Deformed state: x = x 1,, x N R 2N Deformation gradient: F j x x i 2 x i1 x i 3 x i1 X i 2 X i1 X i 3 X i1-1 R 2 2 F F Linear transformation which maps edges System s potential: Equation of motion: E x t j = i 1,i 2,i 3 M d2 x dt 2 Area of t j A j 2 F j x F j x I F 2 = E(x) + f ext M R 2N 2N : Diagonal matrix made of vertices Voronoi areas Green s strain energy 5

6 Computing dynamics Problem: Given initial value of position x(t) and velocity v t dx x 0 = x 0 and v 0 = v 0, compute x(t) and v(t) for t > 0. (Initial Value Problem) Simple case of single mass & spring: m d2 x dt 2 = k x l + g analytic solution exists (sine curve) General problems don t have analytic solution From state x n, v n at time t, compute next state x n+1, v n+1 at time t + h. (time integration) dt as h: time step 6

7 Simplest method: Explicit Euler Discretize acceleration using finite difference: = f int x n + f ext M v n+1 v n h Update velocity v n+1 v n + h M 1 (f int (x n ) + f ext ) Update position Pro: easy to compute Con: overshooting x n+1 x n + h v n+1 With larger time steps, mass can easily go beyond the initial amplitude System energy explodes over time 7

8 Method to be chosen: Implicit Euler Find x n+1, v n+1 such that: v n+1 = v n + h M 1 f int x n+1 + f ext x n+1 = x n + h v n+1 Represent v n+1 using unknown position x n+1 Pros: can avoid overshoot Cons: expensive to compute (i.e. solve equation) 8

9 Inside of Implicit Euler x n+1 = x n + h v n+1 v n+1 = v n + h M 1 f int x n+1 + f ext = x n + h v n + h 2 M 1 f int x n+1 + f ext Denote unknown x n+1 as y = x n + h v n + h 2 M 1 E x n+1 + f ext F y h 2 E y + M y M x n + h v n h 2 f ext = 0 Reduce to root-finding problem of function F: R 3N R 3N Newton s method: y i+1 y i df dy Coefficient matrix of large linear system changes at every iteration high computational cost! 1 F(y i ) = y i h 2 H E y i + M 1 F(y i ) 2 nd derivative of potential E (Hessian matrix) 9

10 Mass-spring model vs continuous model (FEM) Both: System potential defined as the sum of deformation energy of small elements Implicit Euler needed for both Mass-spring: Inappropriate for modeling objects occupying continuous 2D/3D domains Effective for modeling web-/mesh-like materials FEM: Higher computational cost in general Good domain tessellation Complex potential energy Can handle various (nonlinear) materials Physical accuracy Impl. / comput. cost Mass-spring 〇 FEM 〇 10

11 Position-Based Dynamics 11

12 PBD: Physics-based animation framework specialized for CG First PBD papers: Meshless deformations based on shape matching [Müller et al., SIGGRAPH 2005] Position Based Dynamics [Müller et al.,vriphys 2006] Basic idea Compute positions making potential zero (goal position), then pull particles toward them System energy always decreases (never explodes) Easy to compute perfect for games! Not physically meaningful computation (e.g. FEM) OK for CG purposes 12

13 Case of single mass & spring (no ext. force) k m Explicit Euler v n+1 v n + h k m l x n Position-Based Dynamics v n+1 v n + α l x h n x n+1 x n + h v n+1 x n+1 x n + h v n+1 O l x(t) 0 α 1 is stiffness parameter unique to PBD α = 0 No update of velocity (spring is infinitely soft) α = 1 Spring is infinitely stiff (?) Energy never explodes in any case Note: Unit of α/h is (time) -1 α has no physical meaning! Reason why PBD is called non physics-based but geometry-based 13

14 Case of general deforming shape (no ext. force) Explicit Euler v n+1 v n h M 1 E x n x n+1 x n + h v n+1 Goal position g Rest shape rigidly transformed such that it best matches the current deformed state (SVD of moment matrix) x 0 Position-Based Dynamics v n+1 v n + α g x h n x n x n+1 x n + h v n+1 g(x n ) x n Called Shape Matching One technique within the PBD framework Connectivity info (spring/mesh) not needed meshless 14

15 Shape Matching per (overlapping) local region More complex deformations Acceleration techniques Local regions from voxel lattice Local regions from octree Animating hair using 1D chain structure FastLSM; fast lattice shape matching for robust real-time deformation [Rivers SIGGRAPH07] Fast adaptive shape matching deformations [Steinemann SCA08] Chain Shape Matching for Simulating Complex Hairstyles [Rungjiratananon CGF10] 15

16 Extension: Deform rest shapes of local regions Autonomous motion of soft bodies Example-based deformations ProcDef; local-to-global deformation for skeleton-free character animation [Ijiri PG09] Real-Time Example-Based Elastic Deformation [Koyama SCA12] 16

17 General procedure of PBD Input: initial position x 0 & velocity v 0 At every frame: p = x n + h v n prediction x n+1 = modify p position correction u = x n+1 x n /h velocity update v n+1 = modify u velocity correction (My understanding is still weak) Position Based Dynamics [Müller et al., VRIPhys 2006] 17

18 Various geometric constraints available in PBD (other than Shape Matching) Twist constraint Stretch constraint Volume constraint Strain constraint Robust Real-Time Deformation of Incompressible Surface Meshes [Diziol SCA11] Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games [Kim SCA12] Position Based Fluids [Macklin SIGGRAPH13] Position-based Elastic Rods [Umetani SCA14] Position-Based Simulation of Continuous Materials [Bender Comput&Graph14] Density constraint 18

19 Putting everything together: FLEX in PhysX SDK released by NVIDIA! Unified Particle Physics for Real-Time Applications [Macklin SIGGRAPH14] 19

20 Collisions Another tricky issue Popular methods in PBD: For each voxel grid, record which particles it contains Test collisions only among nearby particles [Kaufman08] [Harmon09] [Zheng12] Recent method specialized for PBD Collision detection for deformable objects [Teschner CGF05] Staggered Projections for Frictional Contact in Multibody Systems [Kaufman SIGGRAPHAsia08] Asynchronous Contact Mechanics [Harmon SIGGRAPH09] Energy-based Self-Collision Culling for Arbitrary Mesh Deformations [Zheng SIGGRAPH12] Air Meshes for Robust Collision Handling [Muller SIGGRAPH15] [Muller15] 20

21 Pointers Surveys, tutorials A Survey on Position-Based Simulation Methods in Computer Graphics [Bender CGF14] Position-Based Simulation Methods in Computer Graphics [Bender EG15Tutorial] Libraries, implementations

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