Interactive manipulation of rigid body simulations

J. Popović, S. Seitz, M. Erdmann, Zoran Popovic, A. Witkin
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引用次数: 192

Abstract

Physical simulation of dynamic objects has become commonplace in computer graphics because it produces highly realistic animations. In this paradigm the animator provides few physical parameters such as the objects' initial positions and velocities, and the simulator automatically generates realistic motions. The resulting motion, however, is difficult to control because even a small adjustment of the input parameters can drastically affect the subsequent motion. Furthermore, the animator often wishes to change the end-result of the motion instead of the initial physical parameters. We describe a novel interactive technique for intuitive manipulation of rigid multi-body simulations. Using our system, the animator can select bodies at any time and simply drag them to desired locations. In response, the system computes the required physical parameters and simulates the resulting motion. Surface characteristics such as normals and elasticity coefficients can also be automatically adjusted to provide a greater range of feasible motions, if the animator so desires. Because the entire simulation editing process runs at interactive speeds, the animator can rapidly design complex physical animations that would be difficult to achieve with existing rigid body simulators.
刚体仿真的交互式操作
动态对象的物理模拟在计算机图形学中已经变得司空见惯,因为它可以产生高度逼真的动画。在这个范例中,动画师提供一些物理参数,如物体的初始位置和速度,模拟器自动生成真实的运动。然而,由此产生的运动是难以控制的,因为即使对输入参数进行很小的调整也会极大地影响随后的运动。此外,动画师经常希望改变运动的最终结果,而不是初始物理参数。我们描述了一种新的交互式技术,用于直观操纵刚性多体模拟。使用我们的系统,动画师可以在任何时候选择物体,并简单地将它们拖到所需的位置。作为响应,系统计算所需的物理参数并模拟产生的运动。表面特征,如法线和弹性系数也可以自动调整,以提供更大范围的可行运动,如果动画师如此希望。由于整个仿真编辑过程以交互速度运行,动画师可以快速设计复杂的物理动画,这在现有的刚体模拟器中很难实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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