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Texture Synthesis by Example Images, Video, and Texture Parameterization Precomputed Radiance Transfer Character Animation Visualization and Printing

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(1)

• Texture Synthesis by Example • Images, Video, and Texture • Parameterization

• Precomputed Radiance Transfer

Character Animation

• Visualization and Printing • Surfaces

• Shadows

• Perception and Manipulation

Human Bodies

• Light Fields and Visibility • Points

• Modeling and Simplification

Fluids and Smoke

• Scattering and Reflectance Measurement • Hardware and Displays

• Design and Depiction

Dynamics

• Computation on GPUs • Meshes

(2)

Dynamics

Untangling Cloth

David Baraff, Andrew Witkin, Michael Kass (Pixar Animation Studios)

Nonconvex Rigid Bodies with Stacking

Eran Guendelman, Robert Bridson, Ronald P. Fedkiw

(Stanford University)

Precomputing Interactive Dynamic Deformable Scenes Doug L. James, Kayvon Fatahalian

(Carnegie Mellon University)

Realistic Modeling of Bird Flight Animations Jia-chi Wu, Zoran Popović

(3)

Fluids and Smoke

Smoke Simulation For Large Scale Phenomena

Nick Rasmussen (Industrial Light + Magic),

Duc Nguyen (Stanford University and Industrial Light + Magic), Willi Geiger (Industrial Light + Magic),

Ronald P. Fedkiw (Stanford University and Industrial Light + Magic)

Animating Suspended Particle Explosions

Bryan E. Feldman, James F. O'Brien, Okan Arikan

(University of California, Berkeley)

Keyframe Control of Smoke Simulations

Adrien Treuille, Antoine McNamara, Zoran Popović

(University of Washington),

Jos Stam (Alias|Wavefront)

Flows on Surfaces of Arbitrary Topology

Jos Stam (Alias|Wavefront)

Real-Time Rendering of Aerodynamic Sound Using Sound Textures Based on Computational Fluid Dynamics

Yoshinori Dobashi, Tsuyoshi Yamamoto (Hokkaido University),

(4)

Character Animation

Analysis and Synthesis of Rhythmic Motion

Tae-hoon Kim, Sang Il Park, Sung Yong Shin

(Korea Advanced Institute of Science and Technology)

Motion Synthesis From Annotations

Okan Arikan, David A. Forsyth, James F. O'Brien

(University of California, Berkeley)

A Physically-Based Motion Retargeting Filter

Seyoon Tak, Hyeong-Seok Ko

(Seoul National University)

Layered Acting For Character Animation

Mira Dontcheva, Gary Yngve, Zoran Popović

(University of Washington)

Efficient Synthesis of Physically Valid Human Motion (movie)

Anthony C. Fang, Nancy S. Pollard

(5)

Human Bodies

Reanimating the Dead: Reconstruction of Expressive Faces From Skull Data

(research group page)

Kolja Kähler, Joerg Haber, Hans-Peter Seidel

(MPI Informatik)

Building Efficient, Accurate Character Skins from Examples Alex Mohr, Michael Gleicher

(University of Wisconsin)

Free-Viewpoint Video of Human Actors

Joel Carranza, Christian Theobalt, Marcus A. Magnor, Hans-Peter Seidel

(MPI Informatik)

Continuous Capture of Skin Deformation

Peter Sand (Massachusetts Institute of Technology),

Leonard McMillan

(Massachusetts Institute of Technology and

University of North Carolina at Chapel Hill),

Jovan Popović

(Massachusetts Institute of Technology)

The Space of Human Body Shapes: Reconstruction and Parameterization From Range Scans

(research group page)

Brett Allen, Brian Curless, Zoran Popović

(6)

Fundamentals of

Computer Animation

(7)

Natural Phenomena (Chap. 5)

• Plants

• Water

• Gaseous Phenomena

• + Fire

(8)

Structural Modeling of Flames

for a Production Environment

• Paper by Arnauld Lamorlette and Nick Foster (PDI/DreamWorks), SIGGRAPH 2002

(9)

Structural Modeling of Flames

for a Production Environment

• A system for animating flames.

• Stochastic models of flickering and

buoyant diffusion provide realistic local

appearance

• Physics-based wind fields and

Kolmogorov noise add controllable motion

and scale.

(10)

Structural Modeling of Flames

for a Production Environment

• Procedural mechanisms for animating all

aspects of flame behavior (moving sources,

combustion spread, flickering, separation and

merging, and interaction with stationary objects).

• At all stages in the process the emphasis is on

total artistic and behavioral control while

maintaining interactive animation rates.

• The final system is suitable for a high volume

production pipeline.

(11)

Natural Phenomena, Numerical Simulations,

Visual Effects

• Numerical simulations of natural phenomena are now routinely used for animation or special effects projects. • They are “coming of age” for computer graphics in the

sense that numerical components have been added to the base physical models for the sole purpose of

controlling and stylizing simulations for visual effect. • It is no longer enough that numerical techniques are

(12)

Natural Phenomena, Numerical Simulations,

Visual Effects

• They should also incorporate techniques for

controlling both the look and behavior of the

phenomena.

• Recently, liquids and gases [Foster and Fedkiw

2001; Fedkiw et al. 2001].

General Animation Systems

=

Efficient Numerical Methods

+

(13)

Same Approach to Fire?

• There exists a subtle difference in the requirements of fire animation over phenomena such as fluids.

• Fluids:

– Are often required as environment elements.

– They need to interact with characters and objects in a believable way.

• Rarely are these elements the main “actor” in a scene. • When they are, (the Abyss and The Perfect Storm) the

physics rules are either obeyed closely or can clearly be relaxed because the fluid is already acting atypically.

(14)

What About Fire?

• A dramatic element that requires the

maximum level of control possible while

maintaining a believable appearance.

• We expect fire

to look complex and

unpredictable

, while at the same time

having

a recognizable structure

according

to the conditions under which it is burning.

(15)

What About Fire?

• Numerical simulation of fire is much less attractive

than for other phenomena for three reasons:

1. Poor scalability

2. Non-intuitive interactivity

3. Unpredictability

• Together, these restrictions make numerical simulation

a poor choice as a basis for a large-scale fire

animation system, where control and efficiency are as equally important as realism.

(16)

What About Fire?

• Numerical simulations scale poorly.

• As the resolution of a 3D simulation

increases, computational complexity

increases by at least O(n

3

)

• The resolution required to capture the

detail in even a relatively small fire makes

simulation expensive.

(17)

What About Fire?

• The number of factors that affect the

appearance of fire under different

circumstances leads to an inter-dependent

simulation parameter space.

• It’s difficult for developers to place intuitive

control functions on top of the underlying

physical system.

(18)

What About Fire?

• Fire is chaotic.

• Small changes in initial conditions cause

radically different results.

• From an animation standpoint it’s difficult

to iterate towards a desired visual result.

(19)

Approach

• Do not model the physics of combustion

• Trade-off between realism, control, and

efficiency by recognizing that many of the visual

cues that define fire phenomena are

statistical

in nature.

• Separate these vital cues from other

(20)

Result

Æ

Fire “Soup”

• Distinct structural elements.

• Some are physics based, but in general they

need not be.

• Each element has a number of animation

parameters associated with it

• Mimic a variety of both real-world and

production-world fire conditions.

(21)

Flame Elements + Procedural Control

• Realism

Æ

structural state changes on the

measured statistical properties of real flames.

• A set of large-scale procedural models that

define locally how a group of flame structures

evolve over time:

– Physics-based effects such as fuel combustion, diffusion, or convection, as well as pure control mechanisms such as animator defined time and space curves.

(22)

Fire Effects

Structural Flame Elements

Procedural Controls

Modeling and Animating

Production driven

animation pipeline

(23)

Modeling Dynamic Flames:

Direct Numerical Simulation

Achieved realistic visual results:

• Modeling the rotational motion due to the heat plume

around a fire [Chiba et al. 1994; Inakge 1990].

• Modeling the behavior of smoke given off by a fire

[Rushmeier et al. 1995; Stam and Fiume 1993]

• Modeling the heat plume from an explosion [Yngve et

al. 2000].

Not been so useful Æ Shape and Motion of Flames

• CFD : no simplification without significant loss of detail [Drysdale 1998].

• Without that simplification Æ expensive option for

(24)

Modeling Dynamic Flames:

Visual Modeling

• Focus on efficiency and control.

• Particle systems are the most widely used fire

model [Nishita and Dobashi 2001; Stam and

Fiume 1995].

– Interaction with other primitives, – Easy to render,

– Scale linearly (if there are no inter-particle forces).

• The problem of realism falls solely on the

shoulders of the animator!

(25)

Modeling Dynamic Flames:

Visual Modeling

• Force fields and procedural noise:

– Adequate looking large-scale effects due to convection

A particle-based model that accurately captures the spatial coherence of real fire Æ VERY DIFFICULT!

Flame coherence using chains of connected particles

[Beaudoin and Paquet 2001; Reeves 1983].

– Many of the advantages of particle systems

– Allowing animators to treat a flame as a high level structural element.

(26)

Solve the problem

• Combining two approaches

• Particle system

» Create dynamic fire • Modeled surfaced technique

» Create continuous, solid surface for fire

(27)

Render Realistic Fire

• Color

• Particles take base color from texture

• Incandescence

• Applies to each particle

• Density

(28)

Proposed Model

Æ

Stage #1

• Individual flame elements modeled as

parametric space curves.

• Each curve interpolates a set of

points that define the spine of the

flame.

(29)

Proposed Model

Æ

Stage #2

• The curves evolve over time:

– physics-based + procedural + hand-defined wind fields.

• Physical properties

Æ

statistical measurements

of natural diffusion flames.

• The curves are frequently re-sampled:

– to ensure continuity

(30)

Proposed Model

Æ

Stage #3

• The curves can

break, generating

independently

evolving flames with a

limited lifespan.

• Engineering

observations provide

heuristics for both

(31)

Proposed Model

Æ

Stage #4

• A cylindrical profile is used to build an implicit surface representing the oxidization region, i.e. the visible part of the flame. • Particles are point

sampled close to this

region using a volumetric falloff function.

(32)

Proposed Model

Æ

Stage #5

• Procedural noise is applied to the

particles in the parameter space of

the profile.

• This noise is animated to follow

thermal buoyancy.

(33)

Proposed Model

Æ

Stage #6

• The particles are transformed into the

parametric space of the flame’s structural

curve.

• A second level of noise, with a

Kolmogorov frequency spectrum, provides

turbulent detail.

(34)

Proposed Model

Æ

Stage #7

• The particles are rendered using either a

volumetric, or a fast painterly method.

• The color of each particle is adjusted

according to color properties of its

neighbors, allowing flame elements to

visually merge in a realistic way.

(35)

Proposed Model

Æ

Stage #8

• Procedural controls to govern placement,

intensity, lifespan, and evolution in shape,

color, size, and behavior of the flames.

(36)

Structural Elements

• The fire animation system is built up from single

flames modeled on a natural diffusion flame. • Observed statistical

properties of real flames are used wherever

possible to increase the realism of the model.

(37)

Structural Elements

1. Base Curve

2. Flame Evolution

3. Separation and Flickering

4. Flame Profiles

(38)

Structural Elements:

1. Base Curve

• The basic structural

element : interpolating

B-Spline curve

• Each curve

represents the central

spine of a single

(39)

Structural Elements:

2. Flame Evolution

• During the animation, the

control points for the

structural curve evolve

within a wind field.

• This evolution is for

providing global shape

and behavior.

(40)

Structural Elements:

2. Flame Evolution

• Specific local detail due to fuel

consumption and turbulence at the

combustion interface is added later.

• The motion is built from four main

components: convection, diffusion, initial

motion, and buoyancy.

(41)

Structural Elements:

3. Separation and Flickering

• A statistical process.

• Three classic regions of a free-standing diffusion flame

• From its creation a flame develops until it reaches Hi. • At that point, test a random

number against a probability function to determine whether the flame will flicker or

(42)

Structural Elements:

4. Flame Profile

• Global structure and behavior of a flame defined • Let’s focus on the visible shape of the flame itself.

• A flame is a combustion region between the fuel source and an oxidizing agent.

• The region itself is not clearly defined, so we require a model that is essentially volumetric.

• The flame is rendered volumetrically using different color gradients for various iso-contours of the potential field.

(43)

Structural Elements:

5. Local Detail

• Each sample particle:

– Displaced away from its initial position according to the Flow Noise value that has propagated up the profile.

– Transformed into structural curve space according to the

straightforward mapping

– Displaced a second time using a vector field generated from a

(44)

Structural Elements:

5. Local Detail

• After these transformations, the particles are tested against the transformed profiles of their parent flame’s neighbors.

• If a particle is inside a

neighboring flame and outside the region then that particle is not rendered at all.

• This gives the appearance that individual flames can merge!

The particles are then in their final positions, ready for rendering.

(45)
(46)

Solve the problem

• Combining two approaches

• Particle system

» Create dynamic fire • Modeled surfaced technique

» Create continuous, solid surface for fire

(47)

Rendering

Particle Color

Incandescence

(48)

Rendering

Particle Color

Incandescence

Image Creation

Flames transmit energy towards the camera and into the environment.

Assume that the visible light transmitted is proportional to the heat energy given out by the flame.

(49)

Rendering

Particle Color

Incandescence

Image Creation

• Calculate the approximate cross-sectional area of the flame as it would appear from the camera • Super-sample the profile with

sufficient density for complete coverage.

• Images created using a sampling rate of around ten particles per pixel.

• Range Æ around a thousand and fifty thousand particles per flame between objects.

(50)

Rendering

Particle Color

Incandescence

(51)

Solve the problem

• Combining two approaches

• Particle system

» Create dynamic fire • Modeled surfaced technique

» Create continuous, solid surface for fire

(52)

Procedural Control

Object Interaction

Flame Spread

(53)
(54)
(55)

References

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