Advanced Computer Graphics Computer Animation - PowerPoint PPT Presentation

1 / 35
About This Presentation
Title:

Advanced Computer Graphics Computer Animation

Description:

2-D: Continuation Methods. Overlay fine-grain uniform subdivision ... Continuation methods may miss them. must have a seed pt on each component ... – PowerPoint PPT presentation

Number of Views:109
Avg rating:3.0/5.0
Slides: 36
Provided by: DavidB318
Category:

less

Transcript and Presenter's Notes

Title: Advanced Computer Graphics Computer Animation


1
Advanced Computer GraphicsComputer Animation
  • Implicit Surfaces
  • Spring 2002
  • Professor Brogan

Many slides from Brian Wyvills online materials
at U. Calgary
2
Papers for Tuesday
  • Spacetime Constraints, Witkin and Kass
  • Siggraph
  • Deep-water Animation and Rendering
  • Gamasutra.com, Sept 26, 2001

3
Implicit Surfaces
  • Surfaces defined by points that satisfy
  • f(P) 0 Implicit Function
  • Example, a circle
  • Parametric
  • xr cos(a)
  • yr sin(a)
  • Implicit
  • x2 y2 r2 0

4
Implicit Surface Modeling
  • Useful for modeling natural and smooth/organic
    synthetic phenomena
  • Living forms, liquids, clouds
  • Each primitive is represented by a skeletal
    element which contributes in defining a scalar
    field
  • Every point in space is assigned a scalar value
    equal to shortest distance to a skeletal element

5
Implicit Surface Modeling
  • Simplest skeletal element is a point
  • A (distance) contour of that point defines the
    (surface of the) model
  • Ex two points approach and their contours blend

6
Combining Skeletal Primitives
7
Blending Skeletal Elements
  • Define a simple surface as
  • A central point, C
  • A radius of influence, R
  • A density function, f()
  • A threshold value, T
  • All points, P, for which dist (P, C) lt R
  • Implicit surface f (dist(P, C)) T 0

8
Blending Skeletal Elements
  • Example metaballs
  • f(dist)
  • Surface drawn where f(dist) T 0

Surface drawnat this radius
Value of T
9
Blending Skeletal Elements
  • Example two metaballs
  • Surface drawn where
  • f(dist1) f(dist2) T 0

Do we drawsurface here?
r1
r2
r2
r1
10
Blending Skeletal Elements
  • Yes

http//www.lifl.fr/triquet/implicit/video/blend.m
pg
11
Blending Skeletal Elements
  • In general, surface defined by multiple surface
    elements is

12
Blending Lines
  • Lines can bulge when their ends meet
  • Usually not the desired effect
  • Tinkering with density function and line
    separation can fix

13
Versions of Density Functions


14
Modeling a Dinosaur (Wyvill)
15
Modeling Blood
http//www.lifl.fr/triquet/implicit/video/blood.m
pg
16
Solving Implicit Functions
  • Root finding
  • Given a function f, we wish to find the set of x
    values (1D points) that satisfy f(x)0
  • From calculus, the Intermediate Value Theorem
    states as x varies from a to b, the continuous
    function f takes on every value between f(a)
    and f(b)

17
Solving Implicit Functions
  • If f(a) and f(b) have opposite signs, the root is
    said to be bracketed in the interval a, b

18
Bracketing the roots
  • Uniformly subdividespace
  • Evaluate f( ) for eachboundary
  • Transition from to defines bracket

19
Bisection search
  • Iteratively subdivide to find exact zero

20
2-D Implicit Surfaces
  • Surface defined by f(X) 0 X (x, y)
  • Uniformly subdivide
  • Evaluate f( ) at all points
  • Bracket roots

21
2-D Implicit Surfaces
  • Find intersection point along all grid lines with
    /- values at endpoints
  • Edge defined by crossing points

22
2-D Adaptive Subdivision
  • Recursively subdivide cells containing a surface
    crossing down to a threshold size
  • Calculate crossing values and connect dots to
    form polygon edge

23
2-D Continuation Methods
  • Overlay fine-grain uniform subdivision
  • Find start (seed) point that lies on surface
  • Find cell containing seed point
  • Grow the set of cells across surface
  • Evaluate adjacent cells to find next surface
    crossing cells

24
Potential Problem 1 Bounding the Domain Space
  • May not completely contain the object
  • May miss disconnected components
  • Will result in clipping

25
Potential Problem 2 Discretization Error
  • Too large uniform cell size
  • May not be able to converge (entirely miss the
    surface)
  • Too large adaptive threshold cell size
  • Misses small, completely-containedfeatures
  • Coarse resolution model
  • Incorrect topology
  • ambiguous cells
  • connects or breaks components
  • Too small cells sizes are inefficient and more
    susceptible to numerical error

26
Potential Problem 3 Disconnected Components
  • Uniform cell subdivision may find them, but
    inefficiently
  • Continuation methods may miss them
  • must have a seed pt on each component
  • Related to discretization error

27
Potential Problem 4 Ambiguous Surface-Crossing
Cells
  • Many cell vertex polarity configurations are
    ambiguous
  • Possible to polygonize in different arrangements
  • May even result in disjoint polygons
  • Solutions
  • Detect and recursively subdivide
  • Choose a consistent convention (e.g. always join
    positive pts)

28
Moving on to 3-D
  • Conceptually the same
  • Discretize space and find crossing points on 12
    edges of cube
  • This can be tricky to connect the crossing points
    into a polygon correctly

29
3-D Finding cell polygon face vertices
  • Algorithmic method
  • Begin with any edge-surface intersection point
    (1)
  • Proceed to negative corner (white open pts) and
    then clockwise about the cube face (w.r.t
    outside) until another intersection point is
    found (2)
  • Repeat for each subsequent face (3?4, 4?5, 5?1)

30
3-D Tetrahedral Decomposition
  • Tetrahedra reduce ambiguity and produce correct
    meshes, but many more polygons result
  • Diagonal edges cut across cube faces
  • Must make sure adjacent cubes have aligned
    tetrahedron edges to preserve topological
    correctness

31
3-D Tetrahedral Decomposition
  • Five
    Six

32
3-D Implicit Surface Evaluation
  • Particle Methods
  • Turk, Hoppe, Szeliski, Witkin, Heckbert (cool
    paper)
  • Constrain particles to exist on isosurface
  • Allow particles to split and join
  • Particle seeks to balance space between neighbors
  • A constrained optimization problem

33
Collision Detection
  • Easy to detect colliding blobbies
  • Evaluate sample points from one object in the
    implicit equation of another
  • Deforming the blobbies is more complex
  • Define collision boundary, F1(p) F2(p)
  • Create addition term, G(p) that is added to
    density function, F(p) to prevent passing through
    collision boundary
  • Add terms to G(p) so blobbies preserve volume as
    they are retarded by collision boundary

34
Spacetime Constraints
  • Find min of f(x) y
  • Find zeros (roots) of derivative function, f(x)
  • Newton Raphson Method does this
  • Find min of f(X) Y X and Y vectors
  • Same method, but find where Jacobian is equal to
    zero

35
Spacetime Constraints
  • Null space of a function
  • The inputs of a function for which the function
    evaluates to zero
  • Finite differences
  • Approximate derivatives (inverse of Euler
    integration)
  • Solving for all forces in time simultaneously
Write a Comment
User Comments (0)
About PowerShow.com