Homework 1: Implicit Surfaces, Collision Detection, & Volumetric Data Structures. Loop Subdivision. Loop Subdivision. Questions/Comments?

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Homework 1: Questions/Comments? Implicit Surfaces,, & Volumetric Data Structures Loop Subdivision Shirley, Fundamentals of Computer Graphics Loop Subdivision SIGGRAPH 2000 course notes Subdivision for Modeling and Animation (page 70)

Last Time? Spline Surfaces complex topology is challenging, requires trimming curves Subdivision Zoo Doo-Sabin Loop Catmull-Clark Subdivision w/ Creases Fixed Grid Papers for Friday Implicit Surfaces Level Sets For a sphere: H(x,y,z) = x2 + y2 + z2 r2 Efficient method for computing signed distance field If H(x,y,z) = 0, on surface If H(x,y,z) > 0, outside surface If H(x,y,z) < 0, inside surface Level Set Methods and Fast Marching Methods, Sethian, 1999 naïve approach using level sets

Marching Cubes Marching Tetrahedra Polygonization: extract triangle mesh from signed distance field Jules Bloomenthal An implicit surface polygonizer Graphics Gems IV "Marching Cubes: A High Resolution 3D Surface Construction Algorithm", Lorensen and Cline, SIGGRAPH '87. When the Blobs Go Marching Two by Two, Jeff Lander, Gamasutra Marching Tetrahedra Similarly, we can create volumetric models: Interval volume tetrahedrization Visualization '97 Nielson & Sung Questions?

Collisions Detection Response Overshooting problem (when we enter the solid) Fixed Grid Papers for Friday Detecting Collisions for Solids Easy with implicit equations of surfaces H(x,y,z)=0 at surface H(x,y,z)<0 inside surface So just compute H and you know that you re inside if it s negative More complex with other surface definitions How to detect collision between 2 polyhedra? Need an inside/outside test Test if a vertex is inside the other polyhedron But treat also edge-edge intersection

Cost of Detection? Questions? Test each edge with each face? O(N2) How would you detect collision between two bunnies? O(N2) is too expensive! Let s use a spatial data structure First check for an intersection with a conservative bounding region Early reject Fixed Grid Papers for Friday Application: Accelerate ray tracing Intersect object & ray more later this semester!!

s Overlap test tight avoid false positives fast to intersect Overlap between two axis-aligned boxes? bounding sphere Check if the intervals along the 3 dimensions overlap Overlap test between two spheres? easy/fast/perfect construction (less important) D(center1, center2) < r1+r2 C1 r1 oriented bounding box arbitrary convex region (bounding half-spaces) r2 axis-aligned bounding box General D Put a hierarchy around your objects Use the fast overlap test recursively Handle exact case at the leaves (when necessary) More difficult for self-collision (e.g. cloth) Because there is more overlap Questions? C2

Fixed/Uniform/Regular Grid Papers for Friday Fixed/Uniform/Regular Grid Separate geometry into regions Reduces pairwise comparisons Primitives that overlap multiple cells? Insert into multiple cells (use pointers) For Each Cell Along a Ray Fixed/Uniform Grid Discussion Does the cell contain an intersection? Yes: return closest intersection No: continue to march along ray Advantages? easy to construct easy to traverse Disadvantages? may be only sparsely filled geometry may still be clumped

Adaptive Grids Subdivide until each cell contains no more than n elements, or maximum depth d is reached Fixed/Uniform/Regular Grid Papers for Friday s /(Quadtree) Variations of Adaptive Grids Primitives in an Adaptive Grid When to split? When a cell contains lots of geometry, but has not yet reached the max tree depth Can live at intermediate levels, or be pushed to lowest level of grid Where to split? Quadtree/: split every dimension in half, always axis aligned kd-tree: choose one dimension (often the largest dimension) and split it axis aligned (but not necessarily at the midpoint) (BSP): choose an arbitrary cut plane Which one is best? It depends. Often they are all equally good! Quadtree/ kd tree BSP Tree /(Quadtree)

Adaptive Grid Discussion Early k-d tree paper Advantages? "Multidimensional Binary Search Trees Used for Associative Searching", Bentley, Communications of the ACM, 1975 grid complexity matches geometric density Disadvantages? more expensive to traverse (binary tree, lots of pointers) Find bounding box of objects Split objects into two groups Recurse Fixed Grid Papers for Friday

Where to split objects? Find bounding box of objects Split objects into two groups Recurse At midpoint OR Sort, and put half of the objects on each side Use modeling hierarchy Intersection with BVH Discussion Check sub-volume with closer intersection first Advantages OR easy to construct easy to traverse binary Disadvantages may be difficult to choose a good split for a node poor split may result in minimal spatial pruning

Reading for : Oriented Bounding Box (OBB): generalization of the (axis-aligned) BVH "I-COLLIDE: An Interactive and Exact Collision Detection System for Large-scaled Environments", Cohen, Lin, Manocha, & Ponamgi, I3D 1995. OBB-Tree: A Hierarchical Structure for Rapid Interference Detection, Gottschalk, Lin, & Manocha, SIGGRAPH 1996. Reading for : " Textures", Benson & Davis, SIGGRAPH 2002 "Painting and Rendering Textures on Unparameterized Models, DeBry, Gibbs, Deleon, and Robins, SIGGRAPH 2002 Questions?

Everyone should read this (simple cloth model used in HW2) Reading for Friday: Deformation Constraints in a Mass-Spring Model to Describe Rigid Cloth Behavior, Provot, 1995. Fixed Grid Papers for Friday Cloth Collision A cloth has many points of contact Often stays in contact Simple mass-spring system Improved solution Post a comment/question on the LMS discussion by 10am OPTIONAL READING FOR FRIDAY Robert Bridson, Ronald Fedkiw & John Anderson Robust Treatment of Collisions, Contact and Friction for Cloth Animation SIGGRAPH 2002 Requires Efficient collision detection Efficient numerical treatment (stability) Cloth in Practice (w/ Animation) OPTIONAL READING FOR FRIDAY Baraff, Witkin & Kass Untangling Cloth SIGGRAPH 2003

Reduced Deformation Collisions are expensive Deformation is expensive This is a lot of geometry! Simplify the simulation model OPTIONAL READING FOR FRIDAY Doug L. James & Dinesh K. Pai BD-Tree: Output-Sensitive Collision Detection for Reduced Deformable Models SIGGRAPH 2004 Pop Worksheet! For each adaptive grid method (quad tree, k-d tree, binary space partition) sketch the resulting grid if we split cells with > 2 elements and allow a maximum tree height of 5 (max of 4 splits from root). Teams of 2. Hand in to Jeramey after we discuss.