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Jonathan Kaldor, Doug L. James and Steve Marschner, Simulating Knitted Cloth at the Yarn Level, ACM Transactions on Graphics (SIGGRAPH Conference Proceedings), 27(3), August 2008 (to appear).
ABSTRACT: Knitted fabric is widely used in clothing because of its unique and stretchy behavior, which is fundamentally different from the behavior of woven cloth. The properties of knits come from the nonlinear, three-dimensional kinematics of long, inter-looping yarns, and despite significant advances in cloth animation we still do not know how to simulate knitted fabric faithfully. Existing cloth simulators mainly adopt elastic-sheet mechanical models inspired by woven materials, focusing less on the model itself than on important simulation challenges such as efficiency, stability, and robustness. We define a new computational model for knits in terms of the motion of yarns, rather than the motion of a sheet. Each yarn is modeled as an inextensible, yet otherwise flexible, B-spline tube. To simulate complex knitted garments, we propose an implicit-explicit integrator, with yarn inextensibility constraints imposed using efficient projections. Friction among yarns is approximated using rigid-body velocity filters, and key yarn-yarn interactions are mediated by stiff penalty forces. Our results show that this simple model predicts the key mechanical properties of different knits, as demonstrated by qualitative comparisons to observed deformations of actual samples in the laboratory, and that the simulator can scale up to substantial animations with complex dynamic motion.
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Christopher D. Twigg and Doug L. James, Backward Steps in Rigid Body Simulation, ACM Transactions on Graphics (SIGGRAPH Conference Proceedings), 27(3), August 2008 (to appear).
ABSTRACT: Physically based simulation of rigid body dynamics is commonly done by time-stepping systems forward in time. In this paper, we propose methods to allow time-stepping rigid body systems backward in time. Unfortunately, reverse-time integration of rigid bodies involving frictional contact is mathematically ill-posed, and can lack unique solutions. We instead propose time-reversed rigid body integrators that can sample possible solutions when unique ones do not exist. We also discuss challenges related to dissipation-related energy gain, sensitivity to initial conditions, stacking, constraints and articulation, rolling, sliding, skidding, bouncing, high angular velocities, rapid velocity growth from micro-collisions, and other problems encountered when going against the usual flow of time.
- Paper (PDF) ... coming soon
- Project page
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Theodore Kim, Nils Thuerey, Doug L. James and Markus Gross, Wavelet Turbulence for Fluid Simulation, ACM Transactions on Graphics (SIGGRAPH Conference Proceedings), 27(3), August 2008 (to appear).
ABSTRACT: We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution simulation to determine the location and energy characteristics of missing high-frequency components. We then synthesize these missing components using a novel incompressible turbulence function, and provide a method to maintain the temporal coherence of the resulting structures. There is no linear system to solve, so the method parallelizes trivially and requires only a few auxiliary arrays. The method guarantees that the new frequencies will not interfere with existing frequencies, allowing animators to set up a low resolution simulation quickly and later add details without changing the overall fluid motion.
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Nicolas Bonneel, George Drettakis, Nicolas Tsingos, Isabelle Viaud-Delmon and Doug L. James, Fast Modal Sounds with Scalable Frequency-Domain Synthesis, ACM Transactions on Graphics (SIGGRAPH Conference Proceedings), 27(3), August 2008 (to appear).
ABSTRACT: Audio rendering of impact sounds, such as those caused by falling objects or explosion debris, adds realism to interactive 3D audio-visual applications, and can be convincingly achieved using modal sound synthesis. Unfortunately, mode-based computations can become prohibitively expensive when many objects, each with many modes, are impacted simultaneously. We introduce a fast sound synthesis approach, based on short-time Fourier Tranforms, that exploits the inherent sparsity of modal sounds in the frequency domain. For our test scenes, this “fast mode summation” can give speedups of 5-8 times compared to a time-domain solution, with slight degradation in quality. We discuss different reconstruction windows, affecting the quality of impact sound “attacks”. Our Fourier-domain processing method allows us to introduce a scalable, real-time, audio processing pipeline for both recorded and modal sounds, with auditory masking and sound source clustering. To avoid abrupt computation peaks, such as during the simultaneous impacts of an explosion, we use crossmodal perception results on audiovisual synchrony to effect temporal scheduling. We also conducted a pilot perceptual user evaluation of our method. Our implementation results show that we can treat complex audiovisual scenes in real time with high quality.
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Jernej Barbič and Doug L.
James, Six-DoF haptic rendering of contact between geometrically complex reduced deformable models, IEEE Transactions on Haptics (to appear)
ABSTRACT: Real-time evaluation of distributed contact forces between rigid or deformable 3D objects is a key ingredient of 6-DoF force-feedback rendering. Unfortunately, at very high temporal rates, there is often insufficient time to resolve contact between geometrically complex objects. We propose a spatially and temporally adaptive approach to approximate distributed contact forces under hard real-time constraints. Our method is CPU based, and supports contact between rigid or reduced deformable models with complex geometry. We propose a contact model that uses a point-based representation for one object, and a signed-distance field for the other. This model is related to the Voxmap Pointshell Method (VPS), but gives continuous contact forces and torques, enabling stable rendering of stiff penalty-based distributed contacts. We demonstrate that stable haptic interactions can be achieved by point-sampling offset surfaces to input “polygon soup” geometry using particle repulsion. We introduce a multi-resolution nested pointshell construction which permits level-of-detail contact forces, and enables graceful degradation of contact in close-proximity scenarios. Parametrically deformed distance fields are proposed for contact between reduced deformable objects. We present several examples of 6-DoF haptic rendering of geometrically complex rigid and deformable objects in distributed contact at real-time kilohertz rates.
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Twenty-First
Century Waterfall: Animating Water Bottle Recycling Rates
This
outreach animation was made to raise awareness
about the surprisingly poor recycling rates of
plastic water bottles. |
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Jernej Barbič and Doug L.
James, Time-critical
distributed contact for 6-DoF haptic rendering of adaptively sampled
reduced deformable models, In Proceedings
of ACM SIGGRAPH Symposium on Computer Animation (SCA 2007), San
Diego, CA, August 2007. (Best paper award)
ABSTRACT:
Real-time evaluation of distributed contact forces for rigid or
deformable 3D objects is important for providing multi-sensory feedback
in emerging real-time applications, such as 6-DoF haptic force-feedback
rendering. Unfortunately, at very high temporal rates (1 kHz for
haptics), there is often insufficient time to resolve distributed
contact between geometrically complex objects.
In this paper, we present a spatially and temporally
adaptive sample-based approach to approximate contact forces under hard
real-time constraints. The approach is CPU based, and supports both
rigid and reduced deformable models with complex geometry.
Penalty-based contact forces are efficiently resolved using a
multi-resolution point-based representation for one object, and a
signed-distance oracle for the other. Hard real-time approximation of
distributed contact forces uses multi-level progressive point-contact
sampling, and exploits temporal coherence, graceful degradation and
other optimizations. We present several examples of 6-DoF haptic
rendering of geometrically complex rigid or deformable objects in
distributed contact at real-time kilohertz rates.
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!["Spelling SIGGRAPH" from [Twigg and James 2007]](pics/thumb_MWB.png) |
Christopher D. Twigg and
Doug L. James, Many-Worlds
Browsing for
Control of Multibody Dynamics, ACM
Transactions on Graphics (Proc. SIGGRAPH 2007), 26(3), July 2007.
ABSTRACT:
Animation techniques for controlling passive simulation are commonly
based on an optimization paradigm: the user provides goals a priori,
and sophisticated numerical methods minimize a cost function that
represents these goals. Unfortunately, for multibody systems with
discontinuous contact events these optimization problems can be highly
nontrivial to solve, and many-hour offline optimizations, unintuitive
parameters, and convergence failures can frustrate end-users and limit
usage. On the other hand, users are quite adaptable, and systems which
provide interactive feedback via an intuitive interface can leverage
the user’s own abilities to quickly produce interesting animations.
However, the online computation necessary for interactivity limits
scene complexity in practice.
We introduce Many-Worlds
Browsing, a method which circumvents these
limits by exploiting the speed of multibody simulators to compute
numerous example simulations in parallel (offline and online), and
allow the user to browse and modify them interactively. We demonstrate
intuitive interfaces through which the user can select among the
examples and interactively adjust those parts of the scene that don’t
match his requirements. We show that using a combination of our
techniques, unusual and interesting results can be generated for
moderately sized scenes with under an hour of user time. Scalability is
demonstrated by sampling much larger scenes using modest offline
computations.
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Alec R. Rivers and Doug L.
James, FastLSM: Fast Lattice
Shape Matching for Robust Real-Time Deformation, ACM Transactions on Graphics (Proc.
SIGGRAPH 2007), 26(3), July 2007.
ABSTRACT:
We introduce a simple technique that enables robust approximation of
volumetric, large-deformation dynamics for real-time or large-scale
offline simulations. We propose Lattice
Shape Matching, an
extension of deformable shape matching to regular lattices with
embedded geometry; lattice vertices are smoothed by convolution of
rigid shape matching operators on local lattice regions, with the
effective mechanical stiffness specified by the amount of smoothing via
region width. Since the naive method can be very slow for stiff
models--per-vertex costs scale cubically with region width--we provide
a fast summation algorithm, Fast
Lattice Shape Matching (FastLSM),
that exploits the inherent summation redundancy of shape matching and
can provide large-region matching at constant per-vertex cost. With
this approach, large lattices can be simulated in linear time. We
present several examples and benchmarks of an efficient CPU
implementation, including many dozens of soft bodies simulated at
real-time rates on a typical desktop machine.
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Doug
L. James, Christopher
D. Twigg, Andrew
Cove and Robert Y.
Wang, Mesh Ensemble Motion Graphs: Data-driven
Mesh Animation with Constraints, ACM Transactions on Graphics,
26(4), October 2007.
ABSTRACT:
We describe a technique for using space-time cuts to smoothly
transition between stochastic mesh animation clips involving numerous
deformable mesh groups while subject to physical constraints. These
transitions are used to construct Mesh Ensemble Motion Graphs for
interactive data-driven animation of high-dimensional mesh animation
datasets, such as those arising from expensive physical simulations of
deformable objects blowing in the wind. We formulate the transition
computation as an integer programming problem, and introduce a novel
randomized algorithm to compute transitions subject to geometric
noninterpenetration constraints.
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Doug
L. James, Jernej
Barbić and Dinesh K. Pai,
Precomputed
Acoustic
Transfer: Output-sensitive, accurate sound generation for geometrically
complex vibration sources, ACM
Transactions on Graphics, 25(3), pp. 987-995, July 2006.
ABSTRACT:
Simulating sounds produced by realistic vibrating objects is
challenging because sound radiation involves complex diffraction and
interreflection effects that are very perceptible and important. These
wave phenomena are well understood, but have been largely ignored in
computer graphics due to the high cost and complexity of computing them
at audio rates. We describe a new algorithm for real-time synthesis of
realistic sound radiation from rigid objects. We start by precomputing
the linear vibration modes of an object, and then relate each mode to
its sound pressure field, or acoustic transfer function, using standard
methods from numerical acoustics. Each transfer function is then
approximated to a specified accuracy using low-order multipole sources
placed near the object. We provide a low-memory, multilevel, randomized
algorithm for optimized source placement that is suitable for complex
geometries. At runtime, we can simulate new interaction sounds by
quickly summing contributions from each modes equivalent multipole
sources. We can efficiently simulate global effects such as
interreflection and changes in sound due to listener location. The
simulation costs can be dynamically traded-off for sound quality. We
present several examples of sound generation from physically based
animations.
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Doug
L. James and Christopher
D. Twigg, Skinning
Mesh Animations, ACM
Transactions on Graphics (ACM SIGGRAPH 2005), 24(3), pp. 399-407,
August 2005.
ABSTRACT:
We extend approaches for skinning characters to the general setting of
skinning deformable mesh animations. We provide an automatic algorithm
for generating progressive skinning approximations, that is
particularly efficient for pseudo-articulated motions. Our
contributions include the use of nonparametric mean shift clustering of
high-dimensional mesh rotation sequences to automatically identify
statistically relevant bones, and robust least squares methods to
determine bone transformations, bone-vertex influence sets, and vertex
weight values. We use a low-rank data reduction model defined in the
undeformed mesh configuration to provide progressive convergence with a
fixed number of bones. We show that the resulting skinned animations
enable efficient hardware rendering, rest pose editing, and deformable
collision detection. Finally, we present numerous examples where skins
were automatically generated using a single set of parameter values.
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Jernej Barbič and Doug
L. James, Real-Time Subspace Integration of St.Venant-Kirchhoff
Deformable Models, ACM
Transactions on Graphics (ACM SIGGRAPH 2005), 24(3), pp. 982-990,
August 2005.
ABSTRACT:
In this paper, we present an approach for fast subspace integration of
reduced-coordinate nonlinear deformable models that is suitable for
interactive applications in computer graphics and haptics. Our approach
exploits dimensional model reduction to build reduced-coordinate
deformable models for objects with complex geometry. We exploit
the fact that model reduction on large deformation models with linear
materials (as commonly used in graphics) result in internal force
models that are simply cubic polynomials in reduced coordinates.
Coefficients of these polynomials can be precomputed, for efficient
runtime evaluation. This allows simulation of nonlinear dynamics using
fast implicit Newmark subspace integrators, with subspace integration
costs independent of geometric complexity. We present two useful
approaches for generating low-dimensional subspace bases: modal
derivatives and an interactive sketch. Mass-scaled principal component
analysis (mass-PCA) is suggested for dimensionality reduction. Finally,
several examples are given from computer animation to illustrate high
performance, including force-feedback haptic rendering of a complicated
object undergoing large deformations.
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Doug L. James and Dinesh K. Pai, BD-Tree:
Output-Sensitive Collision Detection for Reduced Deformable Models,
ACM
Transactions on Graphics (ACM SIGGRAPH 2004),
23(3), pp. 393-398, August 2004. [BiBTeX]
ABSTRACT:
We introduce the Bounded Deformation Tree, or BD-Tree, which can
perform collision detection with reduced deformable models at costs
comparable to collision detection with rigid objects. Reduced
deformable
models represent complex deformations as linear superpositions of
arbitrary displacement fields, and are used in a variety of
applications
of interactive computer graphics. The BD-Tree is a bounding sphere
hierarchy for output-sensitive collision detection with such models.
Its bounding spheres can be updated after deformation in any order, and
at a cost independent of the geometric complexity of the model; in fact
the cost can be as low as one multiplication and addition per tested
sphere, and at most linear in the number of reduced deformation
coordinates. We show that the BD-Tree is also extremely simple to
implement, and performs well in practice for a variety of real-time and
complex off-line deformable simulation examples.
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"Niagara" sequence
(12,201 chairs; 218,568,714 triangles; level 8 collision
depth):
- VIDEO
(avi [DivX], 512x384, 66MB, FULL 1m10s clip)
- VIDEO (avi [DivX],
512x384, 4.4MB, MINI 5sec CLIP)
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Doug
L. James, Jernej Barbic,
and Christopher D. Twigg,Squashing
Cubes: Automating Deformable Model Construction for Graphics, In Proceedings of the
SIGGRAPH 2004 Conference on Sketches & Applications. ACM Press, August
2004. [BiBTeX]
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