Assistant
Professor
The Robotics Institute & Computer Science Dept.
School of Computer Science
Carnegie Mellon University
This page documents our research on
data-driven simulation of physical models. One of our goals is to
allow people to simulate and interact with realistic physically based
deformable environments at force-feedback and animation frame rates
while using only minimal computing resources. A recurring research
theme
has been to exploit precomputation (and/or measurement) and efficient
data-driven representations for low-cost runtime simulation.
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Doug
L. James and Christopher
D. Twigg, Skinning
Mesh Animations, ACM
Transactions on Graphics (ACM SIGGRAPH 2005), 2005.
ABSTRACT: We extend approaches for skinning characters to the general setting of skinning deformable mesh animations. We provide an automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudo-articulated motions. Our contributions include the use of nonparametric mean shift clustering of high-dimensional mesh rotation sequences to automatically identify statistically relevant bones, and robust least squares methods to determine bone transformations, bone-vertex influence sets, and vertex weight values. We use a low-rank data reduction model defined in the undeformed mesh configuration to provide progressive convergence with a fixed number of bones. We show that the resulting skinned animations enable efficient hardware rendering, rest pose editing, and deformable collision detection. Finally, we present numerous examples where skins were automatically generated using a single set of parameter values.
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Jernej Barbič and Doug
L. James, Real-Time Subspace Integration of St.Venant-Kirchhoff
Deformable Models, ACM
Transactions on Graphics (ACM SIGGRAPH 2005), 2005.
ABSTRACT: In this paper, we present an approach for fast subspace integration of reduced-coordinate nonlinear deformable models that is suitable for interactive applications in computer graphics and haptics. Our approach exploits dimensional model reduction to build reduced-coordinate deformable models for objects with complex geometry. We exploit the fact that model reduction on large deformation models with linear materials (as commonly used in graphics) result in internal force models that are simply cubic polynomials in reduced coordinates. Coefficients of these polynomials can be precomputed, for efficient runtime evaluation. This allows simulation of nonlinear dynamics using fast implicit Newmark subspace integrators, with subspace integration costs independent of geometric complexity. We present two useful approaches for generating low-dimensional subspace bases: modal derivatives and an interactive sketch. Mass-scaled principal component analysis (mass-PCA) is suggested for dimensionality reduction. Finally, several examples are given from computer animation to illustrate high performance, including force-feedback haptic rendering of a complicated object undergoing large deformations.
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Doug L. James and Dinesh K. Pai, BD-Tree:
Output-Sensitive Collision Detection for Reduced Deformable Models,
ACM
Transactions on Graphics (ACM SIGGRAPH 2004),
23(3), 2004. [BiBTeX]
ABSTRACT: We introduce the Bounded Deformation Tree, or BD-Tree, which can perform collision detection with reduced deformable models at costs comparable to collision detection with rigid objects. Reduced deformable models represent complex deformations as linear superpositions of arbitrary displacement fields, and are used in a variety of applications of interactive computer graphics. The BD-Tree is a bounding sphere hierarchy for output-sensitive collision detection with such models. Its bounding spheres can be updated after deformation in any order, and at a cost independent of the geometric complexity of the model; in fact the cost can be as low as one multiplication and addition per tested sphere, and at most linear in the number of reduced deformation coordinates. We show that the BD-Tree is also extremely simple to implement, and performs well in practice for a variety of real-time and complex off-line deformable simulation examples.
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Doug
L. James, Jernej Barbic,
and Christopher D. Twigg,Squashing
Cubes: Automating Deformable Model Construction for Graphics, In Proceedings of the
SIGGRAPH 2004 Conference on Sketches & Applications. ACM Press, August
2004. [BiBTeX]
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Doug L. James
and Kayvon Fatahalian,Precomputing
Interactive Dynamic Deformable Scenes, ACM
Transactions on Graphics (ACM SIGGRAPH 2003), 22(3),
pp.
879-887, 2003. [BiBTeX]
ABSTRACT: We present an approach for precomputing data-driven models of interactive physically based deformable scenes. The method permits real-time hardware synthesis of nonlinear deformation dynamics, including self-contact and global illumination effects, and supports real-time user interaction. We use data-driven tabulation of the system's deterministic state space dynamics, and model reduction to build efficient low-rank parameterizations of the deformed shapes. To support runtime interaction, we also tabulate impulse response functions for a palette of external excitations. Although our approach simulates particular systems under very particular interaction conditions, it has several advantages. First, parameterizing all possible scene deformations enables us to precompute novel reduced coparameterizations of global scene illumination for low-frequency lighting conditions. Second, because the deformation dynamics are precomputed and parameterized as a whole, collisions are resolved within the scene during precomputation so that runtime self-collision handling is implicit. Optionally, the data-driven models can be synthesized on programmable graphics hardware, leaving only the low-dimensional state space dynamics and appearance data models to be computed by the main CPU.
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Paul G. Kry, Doug L. James and Dinesh K. Pai, EigenSkin:
Real Time Large Deformation Character Skinning in Hardware, ACM SIGGRAPH Symposium on Computer
Animation, pp. 153-160, 2002.
ABSTRACT: We present a technique which allows subtle nonlinear quasi-static deformations of articulated characters to be compactly approximated by data-dependent eigenbases which are optimized for real time rendering on commodity graphics hardware. The method extends the common Skeletal-Subspace Deformation (SSD) technique to provide efficient approximations of the complex deformation behaviours exhibited in simulated, measured, and artist-drawn characters. Instead of storing displacements for key poses (which may be numerous), we precompute principal components of the deformation influences for individual kinematic joints, and so construct error-optimal eigenbases describing each joint's deformation subspace. Pose-dependent deformations are then expressed in terms of these reduced eigenbases, allowing precomputed coefficients of the eigenbasis to be interpolated at run time. Vertex program hardware can then efficiently render nonlinear skin deformations using a small number of eigendisplacements stored in graphics hardware. We refer to the final resulting character skinning construct as the model's EigenSkin. Animation results are presented for a very large nonlinear finite element model of a human hand rendered in real time at minimal cost to the main CPU.
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Doug L. James and Dinesh K. Pai, DyRT:
Dynamic Response Textures for Real Time Deformation Simulation with
Graphics Hardware, ACM Transactions on Graphics
(ACM SIGGRAPH 2002), 21(3), pp. 582-585, 2002.
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Doug L. James and Dinesh K. Pai,
Real
Time Simulation of Multizone Elastokinematic Models, 2002 IEEE
Intl. Conference on Robotics and Automation, Washington DC, May
2002.
ABSTRACT: We introduce precomputed multizone elastokinematic models for interactive simulation of multibody kinematic systems which include elastostatic deformations. This enables an efficient form of domain decomposition, suitable for interactive simulation of stiff flexible structures for real time applications such as interactive assembly. One advantage of multizone models is that each zone can have small strains, and hence be modeled with linear elasticity, while the entire multizone/multibody system admits large nonlinear relative strains. This permits fast capacitance matrix algorithms and precomputed Green's functions to be used for efficient real time simulation. Examples are given for a human finger modeled as a kinematic chain with a compliant elastic covering.
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Doug L. James and Dinesh K. Pai,
Multiresolution
Green's Function Methods for Interactive Simulation of Large-scale
Elastostatic Objects, ACM Transactions on Graphics, 22(1), pp. 47-82, 2003.
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Doug L. James, Multiresolution Green's
Function Methods for Interactive Simulation of Large-scale Elastostatic
Objects and other Physical Systems in Equilibrium, Ph.D. Thesis,
Institute of Applied Mathematics, UBC, 2001.
ABSTRACT: |
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Dinesh K.
Pai, Kees van den Doel,
Doug L. James, Jochen Lang,John E. Lloyd, Joshua L. Richmond,
Som H. Yau, Scanning Physical Interaction Behavior of 3D
Objects, Proceedings of ACM SIGGRAPH 2001, pp. 87-96, 2001.
ABSTRACT: We describe a system for constructing computer models of several aspects of physical interaction behavior, by scanning the response of real objects. The behaviors we can successfully scan and model include deformation response, contact textures for interaction with force-feedback, and contact sounds. The system we describe uses a highly automated robotic facility that can scan behavior models of whole objects. We provide a comprehensive view of the modeling process, including selection of model structure, measurement, estimation, and rendering at interactive rates. The results are demonstrated with two examples: a soft stuffed toy which has significant deformation behavior, and a hard clay pot which has significant contact textures and sounds. The results described here make it possible to quickly construct physical interaction models of objects for applications in games, animation, and e-commerce. |
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Doug L. James and Dinesh K. Pai, Pressure
Masks for Point-like Contact with Elastic Models, In Proceedings
of the Fifth Phantom User Group Workshop, J.K. Salisbury and M.A.
Srinivasan (Eds), 2000.
ABSTRACT: In this paper, we introduce pressure masks for supporting the convenient abstraction of localized scale-specific point-like contact with a discrete elastic object. While these masks may be defined for any elastic model, special attention is given to the case of point-like contact with precomputed linear elastostatic models for purposes of haptic force feedback. |
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Doug L. James and Dinesh K. Pai, A Unified
Treatment of Elastostatic Contact Simulation for Real Time Haptics,
Haptics-e,
The Electronic Journal of Haptics Research (www.haptics-e.org), Vol. 2,
Number 1, September 27, 2001.
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Doug L. James and Dinesh
K. Pai, ARTDEFO: Accurate Real Time
Deformable Objects, Proceedings of ACM
SIGGRAPH 99,
pp. 65-72, 1999.
ABSTRACT: We present an algorithm for fast, physically accurate simulation of deformable objects suitable for real time animation and virtual environment interaction. We describe the boundary integral equation formulation of static linear elasticity as well as the related Boundary Element Method (BEM) discretization technique. In addition, we show how to exploit the coherence of typical interactions to achieve low latency; the boundary formulation lends itself well to a fast update method when a few boundary conditions change. The algorithms are described in detail with examples from ArtDefo, our implementation. |