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Plausible motion simulation

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Title: Plausible motion simulation


1
Plausible motion simulation
  • Ronen Barzel (on leave from PIXAR)
  • John Hughes (on sabbatical from Brown)

2
Goals
  • Set context for the work to be presented in the
    course.
  • Correct some misimpressions that people have
    gotten from our 1996 paper.

3
How can you do goal-directed (physical) animation?
  • Make your bed!

4
Engineers Approach
Model

Simulator
Results
5
Mid-Late 1980s
Simulator
Forces


Simulator
Model
Model


Simulator
Results
Results
Reconcile realism with control.
6
Plausible Animation
Simulator
Forces
Model

Model

Simulator
Model
Simulator
Model
Model



Simulator
Results
Results
Results
7
Exactness?
Simulator
Forces

Result A
Simulator
Model
Simulator
Model
Model
Simulator

Result B
8
Plausible Animation (2)
Simulator
Forces
Model

Model

Simulator
Model
Simulator
Model
Simulator
Model
Model




Simulator
Results
Results
Results
Results
9
Three versions of physical motion
  • Nature
  • Model
  • Numerics

10
Natures solution
  • What really happens in the world
  • What would really happen in the world if we tried
    it
  • Important question Tried what? Whats the
    situation were asking nature about?

11
Model solution
  • Might say Mathematical model
  • A simplification of the real world
  • e.g. rigid body model
  • e.g. Newton vs. Einstein
  • Chosen to capture interesting or relevant
    properties
  • Expressed as equations of motion

12
Numerical solution
  • Approximation to analytic solution of model
    equations
  • Given numbers describing objects state, returns
    numbers describing their motion.

13
Examine what we mean by the correct result
  • What result should we be willing to accept? Why?
  • Is there a single correct result?

14
Graphics models only describe an approximation
  • Have already made a somewhat arbitrary choice
  • No need to be too insistent on it
  • But lets say its as good as we can get

15
Numerical solution is always a cloud
  • All values within the cloud are equally accurate
  • Traditional view solver computes best answer
  • the cloud can be made arbitrarily small
  • cloud converges on the correct answer.
  • but is this always true?

16
The model may be unstable
  • Consider a ball that lands exactly on the fence,
    can fall on either side
  • Numerical cloud is disjoint
  • Decreasing tolerance parameter doesnt cause
    cloud to converge.
  • Solver chooses one side or the other arbitrarily
  • Either side is equally correct
  • A more honest solver would offer both sides,
    let us choose between them

17
How good are our input values?
  • Often describe object as sphere or plane,
    etc.
  • Real-world objects are never exactly spherical or
    planar
  • Texture mapping, microfacets, etc. known in
    rendering to get more realistic results
  • Similarly we need texturing in simulation to
    get more realistic results

18
Consider input as a range/distribution
  • Yields distribution of results
  • If model is stable
  • Results may vary slightly
  • But may be observable
  • If model is unstable
  • Results may vary almost arbitrarily
  • Honest solver would offer range of results

19
In some sense, were saying
  • Because of limitations of computing
  • We cant really compute Natures solution anyway
  • There are always many results that are equally
    appropriate w.r.t. model and inputs
  • We may as well choose the one we want

20
But even more
  • In principle we cant know inputs with analytic
    accuracy
  • Natures solution isnt unique.
  • The real world includes instability
  • Random-number generators dice
  • Chaos

21
Ultimate claim
  • In no case can we compute a single correct
    solution
  • We can therefore choose among them.

22
Preceding is physics, not cheating
23
Coming up
  • Stephen Chenney
  • Jovan Popovic
  • Ron Fedkiw
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