We present a comprehensive methodology for realistically animating liquid phenomena. Our approach unifies existing computer graphics techniques for simulating fluids and extends them by incorporating more complex beha...
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We present a comprehensive methodology for realistically animating liquid phenomena. Our approach unifies existing computer graphics techniques for simulating fluids and extends them by incorporating more complex behavior. It is based on the Navier-Stokes equations which couple momentum and mass conservation to completely describe fluid motion. Our starting point is an environment containing an arbitrary distribution of fluid, and submerged or semisubmerged obstacles. Velocity and pressure are defined everywhere within this environment and updated using a set of finite difference expressions. The resulting vector and scalar fields are used to drive a height field equation representing the liquid surface. The nature of the coupling between obstacles in the environment and free variables allows for the simulation of a wide range of effects that were not possible with previous computer graphics fluid models. Wave effects such as reflection, refraction, and diffraction, as well as rotational effects such as eddies, vorticity, and splashing are a natural consequence of solving the system. In addition, the Lagrange equations of motion are used to place buoyant dynamic objects into a scene and track the position of spray and foam during the animation process. Typical disadvantages to dynamic simulations such as poor scalability and lack of control are addressed by assuming that stationary obstacles align with grid cells during the finite difference discretization, and by appending terms to the Navier-Stokes equations to include forcing functions. Free surfaces in our system are represented as either a collection of massless particles in 2D, or a height field which is suitable for many of the water rendering algorithms presented by researchers in recent years. (C) 1996 Academic Press, Inc.
An important problem in the animation of human-like agents is self collision. While the problem of adjacent segment intersection can often be eliminated by explicitly limiting joint angles, avoiding collisions of nona...
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An important problem in the animation of human-like agents is self collision. While the problem of adjacent segment intersection can often be eliminated by explicitly limiting joint angles, avoiding collisions of nonadjacent segments is much more difficult when the response time is constrained in an interactive environment. Instead of using the traditional motion planning approach, an efficient way to handle obstacle avoidance through collision response is proposed. This reactive behaviour is driven by inputs from the agent's simulated sensors which detect obstacles. A self-collision response system has been implemented following this approach. Its performance demonstrates that collision avoidance can be performed automatically in an interactive computer animation environment. This approach has also been successfully extended to handle collisions of agents with environment obstacles.
Simulating human reach is still challenging when considering complex interactions with the environment. Standard approaches involve inverse kinematics (IK) methods and usually require a complete but exponential cost s...
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While interpolating between successive postures of an articulated figure is not mathematically difficult, it is much more useful to provide postural transitions that are bchaviorally reasonable and that avoid collisio...
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Real-Time pedestrian simulation for open-world games involves aggressive behavior simplification and culling to keep computational cost under control, but it is diffficult to predict whether these techniques will beco...
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We describe a real-time model of terrain traversal by simulated human agents. Agent navigation includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed simulation of a varie...
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We introduce the Spatio-Temporal Agent Motion Model, a data-driven representation of the behavior and motion of individuals within a space over the course of a day. We explore different representations for this model,...
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Injuries in trauma affect anatomical structures, indirectly affecting physiological systems through mechanical behavior and physical proximity. This paper describes the theory for and preliminary results from our appr...
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We have developed a computer system for modeling mechanical physiological behavior in an interactive, 3D virtual environment. Such an environment can be used to facihtate exploration of cardiopulmonary physiology, par...
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We examine motion realism in terms of salient communicative features. We argue that motion is amenable to a parameterization based on Laban Movement Analysis that yields real-time control over motion qualities, and th...
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