Cloth Simulation for Computer Graphics

Cloth Simulation for Computer Graphics

Author: Tuur Stuyck

Publisher: Morgan & Claypool Publishers

Published: 2018-08-24

Total Pages: 123

ISBN-13: 1681734125

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Physics-based animation is commonplace in animated feature films and even special effects for live-action movies. Think about a recent movie and there will be some sort of special effects such as explosions or virtual worlds. Cloth simulation is no different and is ubiquitous because most virtual characters (hopefully!) wear some sort of clothing. The focus of this book is physics-based cloth simulation. We start by providing background information and discuss a range of applications. This book provides explanations of multiple cloth simulation techniques. More specifically, we start with the most simple explicitly integrated mass-spring model and gradually work our way up to more complex and commonly used implicitly integrated continuum techniques in state-of-the-art implementations. We give an intuitive explanation of the techniques and give additional information on how to efficiently implement them on a computer. This book discusses explicit and implicit integration schemes for cloth simulation modeled with mass-spring systems. In addition to this simple model, we explain the more advanced continuum-inspired cloth model introduced in the seminal work of Baraff and Witkin [1998]. This method is commonly used in industry. We also explain recent work by Liu et al. [2013] that provides a technique to obtain fast simulations. In addition to these simulation approaches, we discuss how cloth simulations can be art directed for stylized animations based on the work of Wojtan et al. [2006]. Controllability is an essential component of a feature animation film production pipeline. We conclude by pointing the reader to more advanced techniques.


Simulating Humans

Simulating Humans

Author: Norman I. Badler

Publisher: Oxford University Press, USA

Published: 1993-09-02

Total Pages: 287

ISBN-13: 0195073592

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The area of simulated human figures is an active research area in computer graphics, and Norman Badler's group at the University of Pennsylvania is one of the leaders in the field. This book summarizes the state of the art in simulating human figures, discusses many of the interesting application areas, and makes some assumptions and predictions about where the field is going.


Artificial Animals for Computer Animation

Artificial Animals for Computer Animation

Author: Xiaoyuan Tu

Publisher: Springer Science & Business Media

Published: 1999-12-15

Total Pages: 176

ISBN-13: 3540669396

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This book is based on the author's phD thesis, which won the 1996 ACM Doctoral Dissertation Award. The author proposes and develops an artificial life paradigm for computer graphics animation by systematically constructing artificial animals controlled by self-animating autonomous agents. The animation agents emulate the realistic appearance, movement, and behavior of individual animals, as well as the patterns of social behavior evident in groups of animals. The paradigm is based on a computational model capturing the essential characteristics common to all biological creatures: biomechanics, locomotion, perception, and behavior. The approach is validated through the implementation of a virtual marine world inhabited by a variety of lifelike artificial fish, where each fish is a functional autonomous agent.


Physicomimetics

Physicomimetics

Author: William M. Spears

Publisher: Springer Science & Business Media

Published: 2012-01-05

Total Pages: 651

ISBN-13: 3642228046

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Standard approaches to understanding swarms rely on inspiration from biology and are generally covered by the term “biomimetics”. This book focuses on a different, complementary inspiration, namely physics. The editors have introduced the term 'physicomimetics' to refer to physics-based swarm approaches, which offer two advantages. First, they capture the notion that “nature is lazy', meaning that physics-based systems always perform the minimal amount of work necessary, which is an especially important advantage in swarm robotics. Second, physics is the most predictive science, and can reduce complex systems to simple concepts and equations that codify emergent behavior and help us to design and understand swarms. The editors consolidated over a decade of work on swarm intelligence and swarm robotics, organizing the book into 19 chapters as follows. Part I introduces the concept of swarms and offers the reader a physics tutorial; Part II deals with applications of physicomimetics, in order of increased complexity; Part III examines the hardware requirements of the presented algorithms and demonstrates real robot implementations; Part IV demonstrates how the theory can be used to design swarms from first principles and provides a novel algorithm that handles changing environments; finally, Part V shows that physicomimetics can be used for function optimization, moving the reader from issues of swarm robotics to swarm intelligence. The text is supported with a downloadable package containing simulation code and videos of working robots. This book is suitable for talented high school and undergraduate students, as well as researchers and graduate students in the areas of artificial intelligence and robotics.


Handbook of Simulation

Handbook of Simulation

Author: Jerry Banks

Publisher: John Wiley & Sons

Published: 1998-09-14

Total Pages: 868

ISBN-13: 9780471134039

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Dieses Buch ist eine unschätzbare Informationsquelle für alle Ingenieure, Designer, Manager und Techniker bei Entwicklung, Studium und Anwendung einer großen Vielzahl von Simulationstechniken. Es vereint die Arbeit internationaler Simulationsexperten aus Industrie und Forschung. Alle Aspekte der Simulation werden in diesem umfangreichen Nachschlagewerk abgedeckt. Der Leser wird vertraut gemacht mit den verschiedenen Techniken von Industriesimulationen sowie mit Einsatz, Anwendungen und Entwicklungen. Neueste Fortschritte wie z.B. objektorientierte Programmierung werden ebenso behandelt wie Richtlinien für den erfolgreichen Umgang mit simulationsgestützten Prozessen. Auch gibt es eine Liste mit den wichtigsten Vertriebs- und Zulieferadressen. (10/98)


Computational Studies of Human Motion

Computational Studies of Human Motion

Author: David Forsyth

Publisher: Now Publishers Inc

Published: 2006

Total Pages: 188

ISBN-13: 1933019301

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Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis reviews methods for kinematic tracking of the human body in video. The review confines itself to the earlier stages of motion, focusing on tracking and motion synthesis. There is an extensive discussion of open issues. The authors identify some puzzling phenomena associated with the choice of human motion representation --- joint angles vs. joint positions. The review concludes with a quick guide to resources and an extensive bibliography of over 400 references. Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis is an invaluable reference for those engaged in computational geometry, computer graphics, image processing, imaging in general, and robotic.


The Art of Fluid Animation

The Art of Fluid Animation

Author: Jos Stam

Publisher: CRC Press

Published: 2015-11-04

Total Pages: 275

ISBN-13: 1498700217

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This book presents techniques for creating fluid-like animations with no required advanced physics and mathematical skills. It describes how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. It includes a historical background of the computation of fluids as well as concepts that drive fluid animations, and also provides computer code that readers can download and run on several platforms to create their own programs using fluid animation.


Finite Element Method Simulation of 3D Deformable Solids

Finite Element Method Simulation of 3D Deformable Solids

Author: Eftychios Sifakis

Publisher: Springer Nature

Published: 2022-06-01

Total Pages: 57

ISBN-13: 3031025857

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This book serves as a practical guide to simulation of 3D deformable solids using the Finite Element Method (FEM). It reviews a number of topics related to the theory and implementation of FEM approaches: measures of deformation, constitutive laws of nonlinear materials, tetrahedral discretizations, and model reduction techniques for real-time simulation. Simulations of deformable solids are important in many applications in computer graphics, including film special effects, computer games, and virtual surgery. The Finite Element Method has become a popular tool in many such applications. Variants of FEM catering to both offline and real-time simulation have had a mature presence in computer graphics literature. This book is designed for readers familiar with numerical simulation in computer graphics, who would like to obtain a cohesive picture of the various FEM simulation methods available, their strengths and weaknesses, and their applicability in various simulation scenarios. The book is also a practical implementation guide for the visual effects developer, offering a lean yet adequate synopsis of the underlying mathematical theory. Chapter 1 introduces the quantitative descriptions used to capture the deformation of elastic solids, the concept of strain energy, and discusses how force and stress result as a response to deformation. Chapter 2 reviews a number of constitutive models, i.e., analytical laws linking deformation to the resulting force that has successfully been used in various graphics-oriented simulation tasks. Chapter 3 summarizes how deformation and force can be computed discretely on a tetrahedral mesh, and how an implicit integrator can be structured around this discretization. Finally, chapter 4 presents the state of the art in model reduction techniques for real-time FEM solid simulation and discusses which techniques are suitable for which applications. Topics discussed in this chapter include linear modal analysis, modal warping, subspace simulation, and domain decomposition.


Intelligent Virtual Agents

Intelligent Virtual Agents

Author: Angelica de Antonio

Publisher: Springer

Published: 2003-06-30

Total Pages: 253

ISBN-13: 3540448128

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Predicting the future is a risky game, and can often leave egg on one’s face. However when the organizers of the Intelligent Virtual Environments workshop at the European Conference on AI predicted that the field of Intelligent Virtual Agents would grow and mature rapidly, they were not wrong. From this small workshop spawned the successful one on Intelligent Virtual Agents, held in Manchester in 1999. This volume comprises the proceedings of the much larger third workshop held in Madrid, September 10 11, 2001, which successfully achieved the aim of taking a more international focus, bringing together researchers from all over the world. We received 35 submissions from 18 different countries in America, Asia, and Africa. The 16 papers presented at the conference and published here show the high quality of the work that is currently being done in this field. In addition, five contributions were selected as short papers, which were presented as posters at the workshop. This proceedings volume also includes the two prestigious papers presented at the workshop by our keynote speakers: Daniel Thalmann, Professor at the Swiss Federal Institute of Technology (EPFL) in Lausanne and Director of the Computer Graphics Lab., who talked about The Foundations to Build a Virtual Human Society. Jeff Rickel, Project Leader at the Information Sciences Institute and a Research Assistant Professor in the Department of Computer Science at the University of Southern California, who debated about Intelligent Virtual Agents for Education and Training: Opportunities and Challenges.