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Physics simulation and character motion generation for virtual reality

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Presentation on theme: "Physics simulation and character motion generation for virtual reality"— Presentation transcript:

1 Physics simulation and character motion generation for virtual reality
Advanced Topic in Intelligence Sciences Physics simulation and character motion generation for virtual reality Precision & Intelligence Lab Shoichi Hasegawa

2 Virtual reality Measure input and motion of human
Simulate virtual world Present stimulates to the five senses. The stimulates imitate the real world. Interface Presentation Virtual world Input Measurements Computer Senses Motion Simulation

3 What is Reality ? Real world → physical world
Sensation of real world → A world sensed by a human Brain in a vat. The world of “Matrix” cinema. Human senses the world via “five senses” and the brain recognizes the world. Reality exists in human mind Visual/Auditory/Olfactory/Gustatory Computer Haptic Somatic sensations

4 How can we create a good virtual reality
Humans perceive the world via their senses Stimulus which satisfy human senses are enough. This fact decreases difficulty of virtual reality. Interface Computer senses presentation Simulation motion input measurement Virtual world

5 Window of senses A ray of light is a physical phenomena.
Human perceives visible rays only. We do not have to reproduce infrared or ultra violet rays

6 Window of senses Human vision Color and light
Absorption spectrum of visual substances on cone cells(S,M,L)and rod cells(R)of human eyes. Three primary colors (Center of foveas have cone cells only. Retinas for peripheral vision have rod cells only.)

7 Window of senses Light of wave length λ=590nm, intensity I=1.0
Humans perceives yellow. Light of λ=600nm, I=0.9 + λ=546nm I=0.9 Humans can not distinguish them. They are virtually equal to human. We do not have to reproduce wave length

8 Researches for perfect virtual reality
Reproduce all senses of human same as in the real world. World of “The Matrix” Is is possible? Do you like such worlds ? Cabin at univ. Tokyo Olfactory display by Nakamoto lab. Tokyo tech. Sensics piSight HMD 2200x °x 60° computer SPIDAR by Makoto Sato lab. Tokyo tech TorusTreadmill by Iwata lab. Tsukuba univ.

9 What is realtiy ? Is reproducing of all senses same as in the real world reality ? If so, what is reality of novel ? Before thinking about this problem. Let see some virtual system (made by me).

10 1993 My first force feedback experience
Large robot arm like UNC’s Grope I wrote some part of haptic rendering code. This system uses FES(functional electric stimuli) to present feed back force for each finger. f=knd d n

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12 1994: non-contact tracking haptic interface
Our haptic interfaces are heavy to drag. For free space: Tracking hand without contact. Displaying object: Stop the tracking. Hand hit to the device. Method to measure distance: Attach an antenna to the seat. Measure the impedance between hand (surface of hunan) and sensor. I think this is new and submit a pattent but… MIT media lab Fish sensor 1995

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14 1995 jumping locomotion device
Locomotion device for all direction. We named this device G.O.D Gravity On Demand

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16 1996 Locomotion device by walking
Walking sensation presenting device

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18 1996 Join to Makoto Sato’s lab
I won lots to join to Sato lab. Sato&Koike Gp. P&I Lab, Tokyo Institute of Technology They research SPIDAR since 1989

19 1997 Virtual Basket My first SIGGRAPH

20 2000 Virtual Rubik's cube

21 2004 Both hand direct manipulation

22 2005 Virtual Canoe

23 2005 Virtual Canoe

24 Hardware 1993 ARMSII Link and ・Gimbal mechanism
1994 ARMSIII pantograph mechanism and ball screw 1995 G.O.D. Electro magnetic break, rubber cords 1996 ARMSV AC servo motors, linear rail 1997 Virtual Basket SPIDAR with 8 motors 2000 Virtual Rubik’s Cube SPDIAR with 24 motors 2004 Both Hand Direct Manip SPIDAR with 8 motors 2005 Virtual Canoe SPIDAR with 8 motors

25 Software 1993 ARMSII Sense8’s World Tool Kit
1994 ARMSIII Sense8’s World Tool Kit 1995 G.O.D. Super Scape’s VRT 1996 ARMSV Original software based on Rend386 1997 Virtual Basket Direct X with simple physics simulation 2000 Virtual Rubik’s Cube Direct3D and simple physical simulation 2004 Both hand haptic interaction Original physics engine based on Volumetric Penalty Method 2005 Virtual Canoe Direct3D and Original Fluid simulation

26 Realities for content Levels of Realtiy Reality of sensation
Resolution, Field of view,Color fidelity … Reality of image picture: number of polygons,lighting models … Moving picture:Mocap,animation … Reality of movie Performance of actors,lines Setting of stage,reality on the story Reality of manga (comics) Reality of novels VR AI Large distance

27 Level of cognition and model Level of sensation and interface
Levels of Reality Interface Presentation Virtual world Input Measurement Computer Recognition Action/Behavior Motor control Sensors Mind Reality of content Level of cognition and model Reality of surface Level of sensation and interface 27

28 Perfect simulation Is perfect simulation of the real world possible ?

29 Perfect simulation Is perfect simulation of the real world possible ?
Perfect simulation of the real world is impossible. Simulation of an atom requires some bytes of memories. Numbers of bytes of memory for real simulation of the real world are larger than number of atom in the real world. One bit of memory consists of a lot of atoms. The scale of quark to universe is 1040 powers of 10 We must pick up essence of the world. But, what is essence? It depends on the purpose of the virtual reality system.

30 Purpose of virtual world system
Many applications Communication, telepresence, teleconference, teleoperation Education, training, computer aided engineerings Evaluation of design Media for art / entertainments. Examples of essences of the real world Evaluation on vistas of urban designs Training for peace keeping forces Important -People in the city - cars Negligible - Color of sky Important - Color of sky Negligible - People in the city

31 Reality of virtual world
Reality of virtual object Measurement and modeling Motion and reaction Physics simulation Reality of characters Motion of creatures Simulation of creatures Authoring of artist

32 Summary The reason why virtual reality is possible
Window of sensation Reproduce essence of the real world Realities on contents of virtual reality are important. Simulation techniques realize reality of motions and reactions.

33 Reality of virtual object Physics simulation for Virtual world

34 Example of physics simulation for VR
They often called “Physics Engine”

35 Usual modeling of dynamics and simulation
What is physics engine ? Usual modeling of dynamics and simulation Manual formulation ODE Solver q Find this equation with mysterious algorithm in human brain. Lagrangian also requires some human intelligence to find formulation of energy

36 What is physics engine ? Physics engine
Forward dynamics is automatically computed from the configuration of the scene with formal algorithm. So, physics engine calculate constraint force fc with formal algorithm. ⇒ Human intelligence is no longer required. fc Other than constraint force fc , Newton and Euler’s equation requires external force and it’s application point only. q

37 Finding the constraint forces
Algorithm for constraint force computation Most VR and games employ Physics Engines of Velocity based constraint representation LCP based formulation with Iterative solver (Springhead and Sprighead2 are physics engines we developed) Multi body rigid body dynamics simulators Impluse method Analytic method Penalty method Full DOF method Reduced DOF method Moore & Williams 89 Hahn 88 Sequential collision (J. J. Moreau ’s) method Projection of relative velocity on Contact surface Harmon 08 LCP and iterative solver Mirtich 96 Acceleration based Velocity based Springhead1 Stewart 96 Armstrong 79 ODE Featherstone 83 Baraff 89 bullet OpenTissue Springhead2

38 Constraint force calculation
Penalty method LCP based method e ODE solver To find constraint force fc, solve these simultaneous equations. q q rc v, w I,m Description of constraint by the velocity of the constraint point.

39 Constraint force calculation
M u Jt fe J Constraint Equation of motion Other than modeling of constraint, the algorithm is completely formal and no human intelligence is required.

40 General case M u fc fe Case of two objects Case of many objects
Constraint force External force Case of two objects Case of many objects velocity vj wj rj ri vi wi mj Ij mi Ii M u fc fe mass 40

41 Constraint of Hinge joint
Axis e3 is free. ⇒ No torque Other axes are fixed ⇒ No velocity Relative velocity and angular velocity on the joint Constraint force and torque on the joint w l j e1 w1, l1 i w4, l4 e2 w6 , l6 w2,, l2 w5 , l5 e3 Velocity w3, l3 Coordinate system for constraints Force Velocity Force 41

42 Integration of constraints
Variable transformation of equation of motion Integrate constraint into the equation of motion Constraint (hinge’s case): Substitute constraint for the equation of motion Now we got the constraint forces. 42 42

43 Whole process of the simulation
Find the constraint force Update velocities of objects Update positions of objects Springhead employs Gauss-Seidel iterative solver to solve this equation for l. Position Position and Orientation of objects Orientation Quaternion A matrix translating velocity into diff of quaternion 43

44 Constraint and LCP Many kind of constraints can be modeled by Linear Complementary conditions. Joints Contacts Normal forces and friction forces Springs and dampers : Finding of constraint forces to satisfy these conditions and equations of motion results in Linear Complementary Problem (LCP).

45 Contact point No interferences =stopping by contact force or leaving without force: Static or dynamic friction: No torques: Relative velocity between the contact Contact force velocity force velocity force velocity force 45

46 Contact point Equation of motion Constarint
velocity force velocity force There looks two variables (l and w). However, one of two variables is fixed because of linear complementarily. So, this equation has a explicit solution. 46 46

47 Joint and contact We modeled contact and joint. So, objects with joints and contacts can be simulated.


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