基于物理的建模:过去、现在和未来

Demetri Terzopoulos, John C. Platt, A. Barr, D. Zeltzer, A. Witkin, J. Blinn
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David Zeltzer is Associate Professor of computer graphics at the MIT Media Laboratory. He will be speaking on interactive micro worlds. Andrew Witkin, formerly of Schlumberger Palo Alto Research, is now Associate Professor of computer science at Carnegie Mellon University. He will speak about interactive dynamics. Last but not least, we have with us James Blinn, who of course needs no introduction. Formerly of JPL, he is now Associate Director of the Mathematics Project at Cal Tech. He says he'll have several random comments to make against physically-based modeling. I was also asked by the SIGGRAPH organizers to remind the audience that audio and video tape recording of this panel is not permitted. Many of you are already familiar with physically-based modeling, so I will attempt only a very simple introduction to this, in my opinion, very exciting paradigm. Physically-based techniques facilitate the creation of models capable of automatically synthesizing complex shapes and realistic motions that were, until recently, attainable only by skilled animators, if at all. Physically-based modeling adds new levels of representation to graphics objects. In addition to geometry -- forces, torques, velocities, accelerations, kinetic and potential energies, heat, and other physical quantities are used to control the creation and evolution of models. Simulated physical laws govern model behavior, and animators can guide their models using physically-based control systems. Physically-based models are responsive to one another and to the simulated physical worlds that they inhabit. We will review some past accomplishments in physically-based modeling, look at what we are doing at present, and speculate about what may happen in the near future. The best way to get a feel for physically-based modeling is through animation, so we will be showing you lots of animation as we go along. I would like to talk about deformable models, which are physically-based models of nonrigid objects. I have worked on deformable models for graphics applications primarily with Kurt Fleischer and also with John Platt and Andy Witkin. Deformable models are based on the continuum mechanics of flexible materials. Using deformable models, we can model the shapes of flexible objects like cloth, plasticine, and skin, as well as their motions through space under the action of forces and subject to constraints. Please roll my Betacam tape. Here is an early example of deformable surfaces which are being dragged by invisible forces through an invisible viscous fluid. Next we see a carpet falling in gravity. It collides with two impenetrable geometric obstacles, a sphere and a cylinder, and must deform around them. The next clip shows another clastic model. It behaves like a cloth curtain that is suspended at the upper corners, then released. Here is a simulated physical world -- a very simple world consisting of a room with walls and a floor. A spherical obstacle rests in the middle of the floor. You're seeing the collision of an elastically deformable solid with the sphere. Of course, we're also simulating gravity. We've developed inelastic models, such as the one you see here which behaves like plasticine. When the model collides with the sphere, there's a permanent deformation. By changing a physical parameter, we obtain a fragile deformable model such as the one here. This deformable solid breaks into pieces when it hits the obstacle. Deformable models can be computed efficiently in parallel. This massively parallel simulation of a solid shattering over a sphere was computed on a connection machine at Thinking Machines, with the help of Carl Feynman. Here is a cloth-like mesh capable of tearing. We're applying shear forces to tear the mesh. The sound you're hearing has been generated by an audio synthesizer which was programmed by Tony Crossley so that it may be driven by the physical simulation of the deformable model. Whenever a fiber breaks, the synthesizer makes a pop. Keep watching the cloth; we get pretty vicious with it. Deformable models are obviously useful in computer graphics, but they are also useful for doing inverse graphics; that is to say, computer vision. For example, here we see an image of a garden variety squash. Using a deformable tube model, we can reconstruct a three dimensional model of the squash from its image, as shown. Once we have reconstructed the model from the image, we can rotate the model to view it from all sides. You can see, we have captured a fully three dimensional model from that single, monocular image. That's a basic goal of computer vision. Kurt Fleischer, Andy Witkin, Michael Kass, and I used this deformable model based vision technique to create an animation called Cooking with Kurt. We wanted to mix live video and physically-based animation in this production. You see Kurt entering a kitchen carrying three vegetables. We captured deformable squash models from a single video frame of the real squashes sitting on the table -- this particular scene right here. Now the reconstructed models are being animated using physically-based techniques. The models behave like very primitive actors; they have simple control mechanisms in them that make them hop, maintain their balance, and follow choreographed paths. The collisions and other interactions that you see are computed automatically through the physical laws, and they look quite realistic. It's difficult to do this sort of thing by hand, even if you're a skilled animator. This second tape will show you some of the physically-based modeling we're up to now at the Schlumberger Laboratory for Computer Science. Keith Waters and I are working on interactive deformable models. We're now able to compute and render deformable models in real time on our Silicon Graphics Iris 240 GTX computer. For example, here is a simulation of a nonlinear membrane constrained at the four corners and released in a gravitational field. Watch it bounce and wiggle around. Here you're seeing a physically-based model of flesh. It's a three dimensional lattice of masses and springs with muscles running through it. Again, this is computed and displayed in real time. You can see the muscles underneath displayed as red lines. They're fixed in space at one end and attached to certain nodes of the lattice model at the other end. By contracting the muscles we can produce deformations in this slab of -- whale blubber, if you will. We did this simulation as an initial step towards animating faces using deformable models as models of facial tissue. And of course, the muscle models make good facial muscles. The next clip will demonstrate real time, physically-based facial animation on our SGI computer. Here we see the lattice structure of the face. Let's not display all of the internal nodes so that we can see the epidermis of the lattice more clearly. There. Now we're contracting the zygomatic muscle attached to one edge of the mouth -- now both zygomatics are contracting to create a smile. The muscles inside the face model are producing forces which deform the flesh to create facial expressions. Now the epidermis polygons are displayed with flat shading. Next we contract the brow muscles. Here the epidermis is being shaded smoothly. Finally, we relax the muscles and the face returns to normal. An important reason for applying the physically-based modeling approach to facial animation is realism. For instance, the facial tissue model automatically produces physically realistic phenomena such as the laugh lines around the mouth and the cheek bulges that you see here. Keith videotaped this animation off of our machine only last week. Our next step will be to develop control processes to coordinate the muscles so that the face model can create a wide range of expressions in response to simple commands. Keith's prior work on facial animation, published in SIGGRAPH 87, showed how one can go about doing this using muscle model processes. Beyond muscle control processes, we're also interested in incorporating vocoder models -- that is, physically-based speech coding and generation models, so that this face can talk to you. The tape will end soon, so I'll release the podium to Dr. John Platt, who will talk about constraint methods and control. 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I'll speak on the subject of deformable models. John Platt, formerly of Cal Tech, is now Principal Scientist at Synaptics in San Jose, California. He will be concentrating on constraints and control. Alan Barr is Assistant Professor of computer science at Cal Tech. Last year he received the computer graphics achievement award. He'll speak about teleological modeling. David Zeltzer is Associate Professor of computer graphics at the MIT Media Laboratory. He will be speaking on interactive micro worlds. Andrew Witkin, formerly of Schlumberger Palo Alto Research, is now Associate Professor of computer science at Carnegie Mellon University. He will speak about interactive dynamics. Last but not least, we have with us James Blinn, who of course needs no introduction. Formerly of JPL, he is now Associate Director of the Mathematics Project at Cal Tech. He says he'll have several random comments to make against physically-based modeling. 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Physically-based models are responsive to one another and to the simulated physical worlds that they inhabit. We will review some past accomplishments in physically-based modeling, look at what we are doing at present, and speculate about what may happen in the near future. The best way to get a feel for physically-based modeling is through animation, so we will be showing you lots of animation as we go along. I would like to talk about deformable models, which are physically-based models of nonrigid objects. I have worked on deformable models for graphics applications primarily with Kurt Fleischer and also with John Platt and Andy Witkin. Deformable models are based on the continuum mechanics of flexible materials. Using deformable models, we can model the shapes of flexible objects like cloth, plasticine, and skin, as well as their motions through space under the action of forces and subject to constraints. Please roll my Betacam tape. Here is an early example of deformable surfaces which are being dragged by invisible forces through an invisible viscous fluid. Next we see a carpet falling in gravity. It collides with two impenetrable geometric obstacles, a sphere and a cylinder, and must deform around them. The next clip shows another clastic model. It behaves like a cloth curtain that is suspended at the upper corners, then released. Here is a simulated physical world -- a very simple world consisting of a room with walls and a floor. A spherical obstacle rests in the middle of the floor. You're seeing the collision of an elastically deformable solid with the sphere. Of course, we're also simulating gravity. We've developed inelastic models, such as the one you see here which behaves like plasticine. When the model collides with the sphere, there's a permanent deformation. By changing a physical parameter, we obtain a fragile deformable model such as the one here. This deformable solid breaks into pieces when it hits the obstacle. Deformable models can be computed efficiently in parallel. This massively parallel simulation of a solid shattering over a sphere was computed on a connection machine at Thinking Machines, with the help of Carl Feynman. Here is a cloth-like mesh capable of tearing. We're applying shear forces to tear the mesh. The sound you're hearing has been generated by an audio synthesizer which was programmed by Tony Crossley so that it may be driven by the physical simulation of the deformable model. Whenever a fiber breaks, the synthesizer makes a pop. Keep watching the cloth; we get pretty vicious with it. Deformable models are obviously useful in computer graphics, but they are also useful for doing inverse graphics; that is to say, computer vision. For example, here we see an image of a garden variety squash. Using a deformable tube model, we can reconstruct a three dimensional model of the squash from its image, as shown. Once we have reconstructed the model from the image, we can rotate the model to view it from all sides. You can see, we have captured a fully three dimensional model from that single, monocular image. That's a basic goal of computer vision. Kurt Fleischer, Andy Witkin, Michael Kass, and I used this deformable model based vision technique to create an animation called Cooking with Kurt. We wanted to mix live video and physically-based animation in this production. You see Kurt entering a kitchen carrying three vegetables. We captured deformable squash models from a single video frame of the real squashes sitting on the table -- this particular scene right here. Now the reconstructed models are being animated using physically-based techniques. The models behave like very primitive actors; they have simple control mechanisms in them that make them hop, maintain their balance, and follow choreographed paths. The collisions and other interactions that you see are computed automatically through the physical laws, and they look quite realistic. It's difficult to do this sort of thing by hand, even if you're a skilled animator. This second tape will show you some of the physically-based modeling we're up to now at the Schlumberger Laboratory for Computer Science. Keith Waters and I are working on interactive deformable models. We're now able to compute and render deformable models in real time on our Silicon Graphics Iris 240 GTX computer. For example, here is a simulation of a nonlinear membrane constrained at the four corners and released in a gravitational field. Watch it bounce and wiggle around. Here you're seeing a physically-based model of flesh. It's a three dimensional lattice of masses and springs with muscles running through it. Again, this is computed and displayed in real time. You can see the muscles underneath displayed as red lines. They're fixed in space at one end and attached to certain nodes of the lattice model at the other end. By contracting the muscles we can produce deformations in this slab of -- whale blubber, if you will. We did this simulation as an initial step towards animating faces using deformable models as models of facial tissue. And of course, the muscle models make good facial muscles. The next clip will demonstrate real time, physically-based facial animation on our SGI computer. Here we see the lattice structure of the face. Let's not display all of the internal nodes so that we can see the epidermis of the lattice more clearly. There. Now we're contracting the zygomatic muscle attached to one edge of the mouth -- now both zygomatics are contracting to create a smile. The muscles inside the face model are producing forces which deform the flesh to create facial expressions. Now the epidermis polygons are displayed with flat shading. Next we contract the brow muscles. 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引用次数: 29

摘要

可变形模型显然在计算机图形学中很有用,但它们在做逆图形时也很有用;也就是说,计算机视觉。例如,这里我们看到一个普通南瓜的图像。使用可变形管模型,我们可以从其图像重建一个南瓜的三维模型,如图所示。一旦我们从图像中重建了模型,我们就可以旋转模型以从各个方向查看它。你可以看到,我们从这张单目图像中获得了一个完整的三维模型。这是计算机视觉的一个基本目标。Kurt Fleischer, Andy Witkin, Michael Kass和我用这种基于视觉的可变形模型技术制作了一个动画,叫做《与Kurt一起烹饪》。我们想在这个制作中混合现场视频和基于物理的动画。你看到库尔特拿着三种蔬菜走进厨房。我们从一个视频帧中捕捉到可变形的壁球模型,这些真正的壁球放在桌子上——就是这个特别的场景。现在,重建的模型正在使用基于物理的技术进行动画制作。这些模型的行为就像非常原始的行动者;它们有简单的控制机制,使它们跳跃,保持平衡,并遵循精心设计的路径。你看到的碰撞和其他相互作用是通过物理定律自动计算出来的,它们看起来很真实。即使你是一个熟练的动画师,也很难手工完成这种事情。第二盘磁带将向你们展示我们目前在斯伦贝谢计算机科学实验室进行的一些基于物理的建模。基斯·沃特斯和我正在研究互动变形模型。我们现在能够在Silicon Graphics Iris 240 GTX计算机上实时计算和渲染可变形模型。例如,这是一个非线性膜的模拟,在四个角处受到约束,并在引力场中释放。看着它弹跳和摆动。这里你看到的是一个基于肉体的模型。它是一个由质量和弹簧组成的三维晶格,肌肉贯穿其中。同样,这是实时计算和显示的。你可以看到下面的肌肉显示为红线。它们一端固定在空间中,另一端连接到晶格模型的某些节点上。通过收缩肌肉,我们可以使这块厚板变形——如果你愿意,可以叫它鲸脂。我们将这个模拟作为使用可变形模型作为面部组织模型来制作面部动画的第一步。当然,肌肉模型也能塑造出良好的面部肌肉。下一个剪辑将演示实时,基于物理的面部动画在我们的SGI计算机上。这里我们可以看到脸的晶格结构。我们不把所有的内部节点都展示出来这样我们可以更清楚地看到晶格的表皮。在那里。现在我们收缩连接到嘴角一侧的颧肌——现在两个颧肌都在收缩,做出一个微笑。面部模型内部的肌肉产生力量,使肌肉变形,从而产生面部表情。现在表皮多边形显示为平面阴影。接下来我们收缩眉毛肌肉。这里表皮被平滑地遮蔽。最后,我们放松肌肉,面部恢复正常。将基于物理的建模方法应用于面部动画的一个重要原因是现实主义。例如,面部组织模型自动产生物理上真实的现象,如嘴角周围的笑纹和你在这里看到的脸颊凸起。基思上周才用我们的机器录下这段动画。我们的下一步将是开发控制过程来协调肌肉,这样面部模型就可以根据简单的命令创造出各种各样的表情。基思之前在面部动画方面的工作发表在SIGGRAPH 87上,展示了如何使用肌肉模型过程来实现这一目标。除了肌肉控制过程,我们还对声码器模型感兴趣——也就是说,基于物理的语音编码和生成模型,这样这张脸就可以和你说话了。这盘磁带马上就要结束了,所以我把讲台交给约翰·普拉特博士,他将讨论约束方法和控制。谢谢你!
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Physically-based modeling: past, present, and future
My name is Demetri Terzopoulos and my co-chair, John Platt, and I would like to welcome you to the panel on Physically-Based Modeling -- Past, Present and Future. I'll start by introducing the panelists; the affiliations you see listed on the screen are somewhat out of date. I'm Program Leader of modeling and simulation at the Schlumberger Laboratory for Computer Science in Austin, Texas, and I was formerly at Schlumberger Palo Alto Research. I'll speak on the subject of deformable models. John Platt, formerly of Cal Tech, is now Principal Scientist at Synaptics in San Jose, California. He will be concentrating on constraints and control. Alan Barr is Assistant Professor of computer science at Cal Tech. Last year he received the computer graphics achievement award. He'll speak about teleological modeling. David Zeltzer is Associate Professor of computer graphics at the MIT Media Laboratory. He will be speaking on interactive micro worlds. Andrew Witkin, formerly of Schlumberger Palo Alto Research, is now Associate Professor of computer science at Carnegie Mellon University. He will speak about interactive dynamics. Last but not least, we have with us James Blinn, who of course needs no introduction. Formerly of JPL, he is now Associate Director of the Mathematics Project at Cal Tech. He says he'll have several random comments to make against physically-based modeling. I was also asked by the SIGGRAPH organizers to remind the audience that audio and video tape recording of this panel is not permitted. Many of you are already familiar with physically-based modeling, so I will attempt only a very simple introduction to this, in my opinion, very exciting paradigm. Physically-based techniques facilitate the creation of models capable of automatically synthesizing complex shapes and realistic motions that were, until recently, attainable only by skilled animators, if at all. Physically-based modeling adds new levels of representation to graphics objects. In addition to geometry -- forces, torques, velocities, accelerations, kinetic and potential energies, heat, and other physical quantities are used to control the creation and evolution of models. Simulated physical laws govern model behavior, and animators can guide their models using physically-based control systems. Physically-based models are responsive to one another and to the simulated physical worlds that they inhabit. We will review some past accomplishments in physically-based modeling, look at what we are doing at present, and speculate about what may happen in the near future. The best way to get a feel for physically-based modeling is through animation, so we will be showing you lots of animation as we go along. I would like to talk about deformable models, which are physically-based models of nonrigid objects. I have worked on deformable models for graphics applications primarily with Kurt Fleischer and also with John Platt and Andy Witkin. Deformable models are based on the continuum mechanics of flexible materials. Using deformable models, we can model the shapes of flexible objects like cloth, plasticine, and skin, as well as their motions through space under the action of forces and subject to constraints. Please roll my Betacam tape. Here is an early example of deformable surfaces which are being dragged by invisible forces through an invisible viscous fluid. Next we see a carpet falling in gravity. It collides with two impenetrable geometric obstacles, a sphere and a cylinder, and must deform around them. The next clip shows another clastic model. It behaves like a cloth curtain that is suspended at the upper corners, then released. Here is a simulated physical world -- a very simple world consisting of a room with walls and a floor. A spherical obstacle rests in the middle of the floor. You're seeing the collision of an elastically deformable solid with the sphere. Of course, we're also simulating gravity. We've developed inelastic models, such as the one you see here which behaves like plasticine. When the model collides with the sphere, there's a permanent deformation. By changing a physical parameter, we obtain a fragile deformable model such as the one here. This deformable solid breaks into pieces when it hits the obstacle. Deformable models can be computed efficiently in parallel. This massively parallel simulation of a solid shattering over a sphere was computed on a connection machine at Thinking Machines, with the help of Carl Feynman. Here is a cloth-like mesh capable of tearing. We're applying shear forces to tear the mesh. The sound you're hearing has been generated by an audio synthesizer which was programmed by Tony Crossley so that it may be driven by the physical simulation of the deformable model. Whenever a fiber breaks, the synthesizer makes a pop. Keep watching the cloth; we get pretty vicious with it. Deformable models are obviously useful in computer graphics, but they are also useful for doing inverse graphics; that is to say, computer vision. For example, here we see an image of a garden variety squash. Using a deformable tube model, we can reconstruct a three dimensional model of the squash from its image, as shown. Once we have reconstructed the model from the image, we can rotate the model to view it from all sides. You can see, we have captured a fully three dimensional model from that single, monocular image. That's a basic goal of computer vision. Kurt Fleischer, Andy Witkin, Michael Kass, and I used this deformable model based vision technique to create an animation called Cooking with Kurt. We wanted to mix live video and physically-based animation in this production. You see Kurt entering a kitchen carrying three vegetables. We captured deformable squash models from a single video frame of the real squashes sitting on the table -- this particular scene right here. Now the reconstructed models are being animated using physically-based techniques. The models behave like very primitive actors; they have simple control mechanisms in them that make them hop, maintain their balance, and follow choreographed paths. The collisions and other interactions that you see are computed automatically through the physical laws, and they look quite realistic. It's difficult to do this sort of thing by hand, even if you're a skilled animator. This second tape will show you some of the physically-based modeling we're up to now at the Schlumberger Laboratory for Computer Science. Keith Waters and I are working on interactive deformable models. We're now able to compute and render deformable models in real time on our Silicon Graphics Iris 240 GTX computer. For example, here is a simulation of a nonlinear membrane constrained at the four corners and released in a gravitational field. Watch it bounce and wiggle around. Here you're seeing a physically-based model of flesh. It's a three dimensional lattice of masses and springs with muscles running through it. Again, this is computed and displayed in real time. You can see the muscles underneath displayed as red lines. They're fixed in space at one end and attached to certain nodes of the lattice model at the other end. By contracting the muscles we can produce deformations in this slab of -- whale blubber, if you will. We did this simulation as an initial step towards animating faces using deformable models as models of facial tissue. And of course, the muscle models make good facial muscles. The next clip will demonstrate real time, physically-based facial animation on our SGI computer. Here we see the lattice structure of the face. Let's not display all of the internal nodes so that we can see the epidermis of the lattice more clearly. There. Now we're contracting the zygomatic muscle attached to one edge of the mouth -- now both zygomatics are contracting to create a smile. The muscles inside the face model are producing forces which deform the flesh to create facial expressions. Now the epidermis polygons are displayed with flat shading. Next we contract the brow muscles. Here the epidermis is being shaded smoothly. Finally, we relax the muscles and the face returns to normal. An important reason for applying the physically-based modeling approach to facial animation is realism. For instance, the facial tissue model automatically produces physically realistic phenomena such as the laugh lines around the mouth and the cheek bulges that you see here. Keith videotaped this animation off of our machine only last week. Our next step will be to develop control processes to coordinate the muscles so that the face model can create a wide range of expressions in response to simple commands. Keith's prior work on facial animation, published in SIGGRAPH 87, showed how one can go about doing this using muscle model processes. Beyond muscle control processes, we're also interested in incorporating vocoder models -- that is, physically-based speech coding and generation models, so that this face can talk to you. The tape will end soon, so I'll release the podium to Dr. John Platt, who will talk about constraint methods and control. Thank you.
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