1cs426-winter-2008 Notes  Course project: Will be due at the end of the term You can do it in pairs Create an animation that combines an algorithm for.

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Presentation transcript:

1cs426-winter-2008 Notes  Course project: Will be due at the end of the term You can do it in pairs Create an animation that combines an algorithm for passive animation, and one for character animation More details to come on the web, but start thinking now.

2cs426-winter-2008 Building implicit surfaces  Simplest examples: a plane, a sphere  Can do unions and intersections with min and max  This works great for isolated particles, but we want a smooth liquid mass when we have lots of particles together Not a bumpy union of spheres

3cs426-winter-2008 Blobbies and Metaballs  Solution is to add kernel functions together  Typically use a spline or Gaussian kernel around each particle  Still may look a little bumpy - can process surface geometry to smooth it out afterwards…

4cs426-winter-2008 Implicit Surface Rendering  Idea for water, mud, etc: implicit surface  Write down a function F(x) that implicitly defines surface Where it is above threshhold t we are inside Where it is below, we are outside Where F(x)=t is the surface  Ray-tracing implicit surface is pretty easy For ray O+sD solve F(O+sD)=t  Could use Bisection or Secant search to find s Get surface normal from  F  Other rendering methods trickier… Usually best to turn the surface into a mesh

5cs426-winter-2008 Marching Cubes  Going back to blobby/metaball implicit surfaces: often need mesh of surface  Idea of marching cubes (or marching tets): Split space up into cells Look at implicit surface function at corners of cell If there’s a zero crossing, estimate where, put a polygon there Make sure polygons automatically connect up

6cs426-winter-2008 Acceleration  Efficiency of neighbour location Rendering implicit surfaces - need to quickly add only the kernel functions that are not zero (avoid O(n) sums!) Also useful later for liquid animation and collisions  Use an acceleration structure Background grid or hashtable Kd-trees also popular

7cs426-winter-2008 Particle Dynamics  Now we have an overview of particle systems, let’s focus more on particle dynamics (physics-based animation)  We have F=ma, Symplectic Euler  What is F?  How do we handle collisions/contact?

8cs426-winter-2008 Particle Forces  Gravity  Fake wind forces  Springs If particles i and j are connected, spring force is The rest length is L and the spring “stiffness” is k The bigger k is, the faster the particles try to snap back to rest length separation Simplifies for L=0

9cs426-winter-2008 Damped springs  Real springs oscillate less and less Motion is “damped” Add damping force: D is damping parameter Note: could incorporate L into D  Simplified form (less physical…)

10cs426-winter-2008 Elastic objects  Can animate elastic objects by sprinkling particles through them, then connecting them up with a mesh of springs Hair - lines of springs Cloth - 2D mesh of springs Flesh - 3D mesh of springs  With complex models, can be tricky to get the springs laid out right, with the right stiffnesses More sophisticated methods like Finite Element Method (FEM) can solve this

11cs426-winter-2008 Liquids  Can even animate liquids (water, mud…)  Instead of fixing which particles are connected, just let nearby particles interact If particles are too close, force pushes them apart If particles a bit further, force pulls them closer If particles even further, no more force Controlled by a smooth kernel function  Related to numerical technique called SPH: smoothed particle hydrodynamics  With enough particles (and enough tweaking!) can get a nice liquid look  Render with implicit surface