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CS274: Computer Animation and Simulation. Lecture VIII. Deformable Bodies. Overview. Deformable Bodies. Many objects are not rigid jello mud gases/liquids etc. Two main techniques: Geometric deformations Physically-based methods. Geometric Deformations.
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CS274: Computer Animation and Simulation Lecture VIII Deformable Bodies
Overview Deformable Bodies • Many objects are not rigid • jello • mud • gases/liquids • etc. • Two main techniques: • Geometric deformations • Physically-based methods
Geometric Deformations Deform the object’s geometry directly • Two main techniques: • control point / vertex manipulation • space warping
Control Point /Vertex Manipulation Edit the surface vertices or control points directly
Space Warping Deform the object by deforming the space it is in • Two main techniques: • Nonlinear Deformation • Free Form Deformation (FFD) Independent of object representation
Nonlinear Global Deformation Objects are defined in a local object space • Deform this space using a combination of: • Non-uniform Scaling • Tapering • Twisting • Bending
Nonlinear Global Deformation Good for modeling [Barr 87] Animation is harder
Free Form Deformation (FFD) Deform space by deforming a lattice around an object The deformation is defined by moving the control points Imagine it as if the object were encased in rubber
Free Form Deformation (FFD) The lattice defines a Bezier volume Compute lattice coordinates Alter the control points Compute the deformed points
FFD Animation Animate a reference and a deformed lattice reference deformed morphed
FFD Animation Animate the object through the lattice reference deformed morphed
Extended Free Form Deformations • Extended FFDs: • noncubical lattice • arbitrary parameterization • Dirichlet FFDs: • use Delaunay triangulation of the control points as the lattice • use Sibson coordinates as the lattice coordinates
Factor Curves Modify the transformation applied to the object based on where and when it is applied
Factor Curves Scripted animation can lead to complex motions (depending on animator skill) Deformations can be nested
Physically-Based Deformations Deform the object according to physical laws • Two main techniques: • mass-spring systems • finite element methods
Mass-Spring Systems Treat the object as a collection of particles • Connect the particles with springs: • structural springs • shear springs • bending springs • etc. Simulate using standard particle dynamics
Finite Element Methods Mass-Spring systems are not very realistic • We need: • more accurate physical laws • error control Finite Element Methods (FEM) offer a way to solve the physical equations we wish to simulate.
deformation energy density and dampening Elastic Models Deformations and forces are related by:
Elastic Models Deformation energy approximated by: 1st Fundamental Form 2nd Fundamental Form measures length measures curvature Simulate using finite elements/finite differences
Green Deformation Model Relates the stress and strain: Simulate using finite elements/finite differences
Green Deformation Model Stress Tensor: Strain Tensor: represents the force distribution within an object
Finite Element Methods We need a way to solve the equations Example: • Finite Element Method: • discretize the object into elements • represent the solution as a sum of basis functions • compute the solution such that the residual is orthogonal to a set of test functions
Weak Form Sometimes we need to solve: But our basis functions may not have second derivatives?!? Integration by parts can move derivatives to the test functions!! This is known as the weak form.