动态变形:实现和生产的实用性

Theodore Kim, D. Eberle
{"title":"动态变形:实现和生产的实用性","authors":"Theodore Kim, D. Eberle","doi":"10.1145/3388769.3407490","DOIUrl":null,"url":null,"abstract":"Simulating dynamic deformation has been an integral component of Pixar's storytelling since Boo's shirt in Monsters, Inc. (2001). Recently, several key transformations have been applied to Pixar's core simulator Fizt that improve its speed, robustness, and generality. Starting with Coco (2017), improved collision detection and response were incorporated into the cloth solver, then with Cars 3 (2017) 3D solids were introduced, and in Onward (2020) clothing is allowed to interact with a character's body with two-way coupling. The 3D solids are based on a fast, compact, and powerful new formulation that we have published over the last few years at SIGGRAPH. Under this formulation, the construction and eigendecomposition of the force gradient, long considered the most onerous part of the implementation, becomes fast and simple. We provide a detailed, self-contained, and unified treatment here that is not available in the technical papers. This new formulation is only a starting point for creating a simulator that is up challenges of a production environment. One challenge is performance: we discuss our current best practices for accelerating system assembly and solver performance. Another challenge that requires considerable attention is robust collision detection and response. Much has been written about collision detection approaches such as proximity-queries, continuous collisions and global intersection analysis. We discuss our strategies for using these techniques, which provides us with valuable information that is needed to handle challenging scenarios.","PeriodicalId":167147,"journal":{"name":"ACM SIGGRAPH 2020 Courses","volume":"2005 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"32","resultStr":"{\"title\":\"Dynamic deformables: implementation and production practicalities\",\"authors\":\"Theodore Kim, D. Eberle\",\"doi\":\"10.1145/3388769.3407490\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Simulating dynamic deformation has been an integral component of Pixar's storytelling since Boo's shirt in Monsters, Inc. (2001). Recently, several key transformations have been applied to Pixar's core simulator Fizt that improve its speed, robustness, and generality. Starting with Coco (2017), improved collision detection and response were incorporated into the cloth solver, then with Cars 3 (2017) 3D solids were introduced, and in Onward (2020) clothing is allowed to interact with a character's body with two-way coupling. The 3D solids are based on a fast, compact, and powerful new formulation that we have published over the last few years at SIGGRAPH. Under this formulation, the construction and eigendecomposition of the force gradient, long considered the most onerous part of the implementation, becomes fast and simple. We provide a detailed, self-contained, and unified treatment here that is not available in the technical papers. This new formulation is only a starting point for creating a simulator that is up challenges of a production environment. One challenge is performance: we discuss our current best practices for accelerating system assembly and solver performance. Another challenge that requires considerable attention is robust collision detection and response. Much has been written about collision detection approaches such as proximity-queries, continuous collisions and global intersection analysis. We discuss our strategies for using these techniques, which provides us with valuable information that is needed to handle challenging scenarios.\",\"PeriodicalId\":167147,\"journal\":{\"name\":\"ACM SIGGRAPH 2020 Courses\",\"volume\":\"2005 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-08-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"32\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SIGGRAPH 2020 Courses\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3388769.3407490\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2020 Courses","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3388769.3407490","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 32

摘要

自2001年《怪兽公司》(Monsters, Inc.)中Boo的衬衫以来,模拟动态变形一直是皮克斯故事讲述中不可或缺的组成部分。最近,几个关键的转变已经应用到皮克斯的核心模拟器Fizt,提高其速度,稳健性和通用性。从《可可》(2017)开始,改进的碰撞检测和响应被纳入了布料求解器,然后在《赛车3》(2017)中引入了3D实体,在《前进》(2020)中,服装被允许与角色的身体进行双向耦合互动。3D固体是基于一个快速,紧凑,强大的新配方,我们已经在过去的几年里在SIGGRAPH发布。在此公式下,力梯度的构造和特征分解,长期以来被认为是实现中最繁琐的部分,变得快速和简单。我们在这里提供了详细的、独立的、统一的处理,这在技术论文中是没有的。这个新公式只是创建一个模拟器的起点,它可以应对生产环境的挑战。其中一个挑战是性能:我们讨论了目前加速系统组装和求解器性能的最佳实践。另一个需要相当关注的挑战是稳健的碰撞检测和响应。关于碰撞检测方法,如接近查询、连续碰撞和全局交集分析,已经写了很多。我们讨论了使用这些技术的策略,这些技术为我们提供了处理具有挑战性的场景所需的有价值的信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamic deformables: implementation and production practicalities
Simulating dynamic deformation has been an integral component of Pixar's storytelling since Boo's shirt in Monsters, Inc. (2001). Recently, several key transformations have been applied to Pixar's core simulator Fizt that improve its speed, robustness, and generality. Starting with Coco (2017), improved collision detection and response were incorporated into the cloth solver, then with Cars 3 (2017) 3D solids were introduced, and in Onward (2020) clothing is allowed to interact with a character's body with two-way coupling. The 3D solids are based on a fast, compact, and powerful new formulation that we have published over the last few years at SIGGRAPH. Under this formulation, the construction and eigendecomposition of the force gradient, long considered the most onerous part of the implementation, becomes fast and simple. We provide a detailed, self-contained, and unified treatment here that is not available in the technical papers. This new formulation is only a starting point for creating a simulator that is up challenges of a production environment. One challenge is performance: we discuss our current best practices for accelerating system assembly and solver performance. Another challenge that requires considerable attention is robust collision detection and response. Much has been written about collision detection approaches such as proximity-queries, continuous collisions and global intersection analysis. We discuss our strategies for using these techniques, which provides us with valuable information that is needed to handle challenging scenarios.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信