This application is directed, in general, to the computer simulation of physical structures and, more specifically, to systems and method for representing and simulating graphics objects with particles of velocity-dependent shape and size.
It is often important to simulate physical objects using computer models to analyze or demonstrate their behavior. One common application for such computer models is gaming, in which objects of various types are made to interact with one another in a simulated, three-dimensional universe that acts in predictable ways according to physical laws. A common occurrence in games is the collision of an object with another object (i.e. an inter-collisions), or with parts of itself (i.e. a self-collisions). In collisions involving impenetrable objects, it is important that no object penetrate or pass through another.
With the increasing visual sophistication of games, faithful rendition of thin objects, such as clothing or thin sheets of matter, has become important. Such thin objects will be referred to herein as “cloth.” Multi-layered clothing worn by a game character, for example, can involve a complex set of inter-collisions and self-collisions. Faithful simulation of thin objects, called “cloth simulation,” requires not only that pieces of the objects do not pass through each other, but also that their collisions convey a visual experience consistent with their thinness. The same considerations apply to surfaces of three-dimensional objects, if the perception of their sharpness is important in a specific context.
In one method, objects are represented with particles taking the form of spheres of positive volume, each centered on a point in a grid. Each particle has a position and a velocity. At any time step in the simulation, if a point representing another object or a piece of the same object enters the sphere representing a point on the object, a collision has occurred. Adjustments are then made to the positions of the particles involved to ensure that they do not pass through each other. In “Solid Simulation with Oriented Particles,” ACM Transactions on Graphics (SIGGRAPH 2011), 30(4), pp 92:1-92:10, Müller et al. employed particles that carry orientation and rotation, in addition to position and velocity. Such particles improve shape-matching and mesh skinning. In addition, they may be implemented using anisotropic objects, which can approximate surfaces more closely than spheres. Müller et al. teach the use of ellipsoids as oriented particles.
One aspect provides a method of representing an object using velocity-dependent particles. Another aspect provides a simulator operable to simulate an object by representing said object using velocity-dependent particles. Yet another aspect provides a video display system operable to display an object simulated by representing said object using velocity-dependent particles.
Reference is now made to the following descriptions taken in conjunction with the accompanying drawings, in which:
It is realized herein that self-collisions and inter-collisions may be simulated more effectively by using particles that depend upon time-varying properties of the objects involved. More specifically, it is realized herein that advantages in simulation of collisions arise if particle geometry is made dependent upon the relative velocities of two colliding objects. Various embodiments of systems and methods will now be described that take advantage of one or more of these realizations. In detecting collision between two spheroids, faster moving particles are more likely to incur collision misses if they completely pass each other in a single time step. Larger sphere radius in general reduces such issues, however these result in increased thickness and overlaps between such spheres for nearby particles. In a packed configuration, such as shown in
In an embodiment of this invention, the shape and size of a particle used to represent a point on a thin object depend on the relative velocity between said particle and a nearby particle on the same object or on another object. In an embodiment, the size of the particles normal to the object is decoupled from their size along the surface of the object to avoid having to adjust the grid in time, and to allow greater spatial coverage efficiency. An oblate spheroid is an embodiment of such a particle.
A spheroid, sometimes called a spheroid of revolution, is a three-dimensional shape resulting from the revolution of an ellipse about one of its principal axes.
a=r,
while
b=sr,
where 0<s≦1 is the aspect ratio of the oblate spheroid 250. If x and y are radial and polar coordinates, respectively, a point (x,y) lies on the surface of the spheroid 510 if and only if
Equivalently, a point x lies on the surface of the spheroid 510 if and only if it satisfies the constraint equation:
c(x)=xTAx−1=0,
where
Finally, the gradient of the constraint c(x) is normal to the surface of the spheroid:
In certain embodiments, where any orientation of the particles within the plane of the thin object is unnecessary, oblate spheroids are particularly advantageous over ellipsoids. Oblate spheroids increase efficiency not only because there is no need to store in-plane orientation, but also because the two-dimensional mathematics of spheroids is substantially simpler than the three-dimensional mathematics of ellipsoids. Illustrated embodiments are also compatible with efficient hash table methods for collision detection. Furthermore, they can be efficiently implemented in parallel algorithms on CPUs or GPUs.
y=P·d
and
x=∥P−yd∥,
where d is the unit vector along the semi-minor axis.
The closest distance between the point P and the surface of the spheroid 610 occurs along a vector n normal to the surface. The point on the surface closest to P is the point S, which may be written as
where λ is a scalar. P is inside the spheroid, on its surface, or outside it if λ is positive, zero, or negative, respectively. S is on the surface of the spheroid if c(S)=0, or equivalently, if
(s2nx2+ny2)λ2+(2s2xnx+2yny)λ+s2x2+y2−r2=0,
where nx and ny are evaluated at S and are therefore functions of λ. In an embodiment, the equation above is reduced to a quadratic in λ by approximating n by the gradient of the constraint c(x) at P, giving
Whether a collision has occurred or not is determined by solving the equation above for λ and determining its sign.
Those skilled in the art to which this application relates will appreciate that other and further additions, deletions, substitutions and modifications may be made to the described embodiments. Particles may depend on relative velocities in a variety of manners. For example, the size of particles normal to a thin object may be a linear or non-linear function of one or more relative velocities or components thereof, or be limited by specific upper or lower bounds. Objects other than oblate spheroids may be used and different methods and approximations may be employed to calculate collisions between them and other objects, planes, or points. Embodiments may involve representation and simulation of thin objects such as cloth or metal sheets, or surfaces of three-dimensional objects.
This application claims the benefit of U.S. Provisional Application No. 61/990,483 entitled “Method and System for Representing Objects with Velocity-Dependent Particles” to Tae-Yong Kim, et al., filed on May 8, 2014 which is commonly assigned with the present invention and incorporated herein by reference as if reproduced herein in its entirety.
Number | Date | Country | |
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61990483 | May 2014 | US |