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Deformable Body Simulation

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Title: Deformable Body Simulation


1
Deformable Body Simulation
  • Ipek OGUZ
  • COMP259 04.12.2005

2
Outline
  • M-rep based deformations
  • Introduction to m-reps
  • Deformable m-reps for image segmentation
  • Skeleton-driven deformations
  • Character animation

3
Deformable body simulationPossible approaches
  • Finite differences method, using Lagrangian
    motion equations
  • Hierarchical models, octrees, etc.
  • Stability problem Implicit solvers
  • Quasi-static solutions Compute equilibrium
    state, than animate
  • BEM assuming constant material properties inside
    the object
  • Anatomical modelling

4
Free-form deformation
  • Embed the object into a domain that is more
    easily parametrized than the object.
  • Advantages
  • You can deform arbitrary objects
  • Independent of object representation

5
Basics of m-reps
  • Atom(hub) position, x
  • Spoke length, r
  • Spoke bisector, b
  • Object angle ?
  • b, b- and n form local coordinate frame
  • Left, internal atom
  • Right, end atom

6
Object representation
  • Mesh of medial atoms
  • Here, the middle one is internal, the rest are
    end atoms

7
Discrete vs Continuous
8
Properties of m-reps
  • The medial locus of an object is represented
    explicitly.
  • A fuzzy approximate representation of the
    object's boundary is implied by the medial locus
    representation.
  • An accurate description of the boundary is given
    by a smooth fine-scale deformation of the fuzzy
    implied boundary.

9
M-rep based deformation
  • Mostly used for image segmentation
  • Can be used for PBS as well

Initial model (ex from an atlas)
Target image
Deformation
M-rep
FEM model
FEM-based deformation
10
Segmentation using m-reps
  • Bayesian approach
  • P(wf) a posteriori probability
  • P(fw) likelihood
  • P(w) a priori probability
  • p(f) scaling factor
  • Optimize P(wf) over all possible deformations
  • maximum a posteriori (MAP)

11
Algorithm
  • Start with an initial model m
  • Optimize F(mItarget)
  • F is a sum of two terms, log prior, and log
    likelihood
  • Can be applied at different scales
  • The initial model can come from
  • Geometrical analysis of a set of hand-segmented
    training images
  • A single hand-segmented training image

12
Algorithm details
  • Manually place the model in the 3D image,
  • Find and apply the similarity transform which
    optimizes F(mItarget)
  • Until convergence, do
  • For each medial atom in m
  • Transform the atom to optimize F(mItarget)
  • For each boundary tile implied by m
  • Shift the position of the tile along the tiles
    normal to optimize F(mItarget)

13
Results
  • Video

14
Advantages of m-rep based deformations
  • Capability for deformation of the interior
  • Provides a way for appropriate locality based on
    medical relevance
  • Multiple scale levels (multi-object, object,
    object section, boundary)
  • Correspondences are preserved

15
Interactive Skeleton-Driven Dynamic Deformations
  • Steve Capell, Seth Green, Brial Curless, Tom
    Duchamp, Zoran Popovic

16
What is this paper all about?
  • Character animation
  • We want to tell how the character should act
  • But we dont want to tell how the character
    should move!
  • The answer elastically deformable characters
    modeled with a simple skeleton

17
Application Areas
  • Movies You want to let the animator construct
    the model easily
  • Previous work included muscle, skin, etc models
    painful process
  • Games, VR You want to have interactive rates
  • Previous work included purely kinematic
    deformations not realistic

18
Challenges
  • We need
  • A lot of physical principles
  • A lot of geometric modelling
  • A lot of computational tools
  • Interactive simulation rate
  • Ease of use
  • What else could you possibly need?

19
Skeleton and control lattice
  • Each object O has
  • A skeleton, S (in red)
  • A control lattice, K (in black)
  • The control lattice can have hierarchical scale
  • K0 (in black) vs K1 (in green)

20
General Ideas
  • Coarse volumetric control lattice provides the
    elements for FEM
  • Motion control Put line constraints along
    bones of the skeleton
  • Form regions around bones, and simulate linearly
    in regions
  • Hierarchical control lattice Level-of-detail
    simulation

21
One simulation step
  • For each region do
  • Extract regional variables from global system
  • Compute displacement from rest state
    transformed according to the transformation of
    the bone
  • Build the linear system for solving local
    equations of motion
  • Solve the linear system using conjugate gradients
  • Merge solution from each region, weighted
    (user-assigned weights)
  • Update the global system state

22
Mesh Requirements
  • The mesh can be coarse, but it should encompass
    the geometric model, to ensure complete
    integration over interior.
  • Not necessarily regular grid could even contain
    mix of tetrahedra and hexahedra
  • Could have hierarchical basis, for adaptive level
    of detail simulation

23
Ideas to achieve our goals
  • Motion control via skeleton add line (bone)
    constraints to the finite element model
  • Make computation simpler Have an edge in the
    mesh for each bone
  • Interactive rate Linearly solve motion equations
    around each bone, blending deformation at
    overlapping regions
  • Similar approach to free form deformations, but
    here principles of continuum elasticity are used

24
Components
  • The object (or the character) Domain O
  • The skeleton a graph S, is a subset of O
  • Joints Vertices of S
  • Bones Edges of S
  • Motion p(x, t)
  • Restriction Map a piecewise linear function on
    S, ps(x, t)

25
Goal
  • Solve for the dynamic motion of the object given
    the motion of the skeleton
  • Basically a PDE system with constraint
  • p(x, t) ps(x, t) for all x?S
  • Separate p(x, t) into a rest state r(x) and a
    displacement d(x, t)

26
The Hierarchical Basis
  • Control lattice Lazy wavelets
  • For all i, j, i?j, the intersection Ci,j Ci U
    Cj is either empty or a face, edge, or vertex of
    both Ci and Cj.
  • The edges of S are edges of cells of K.
  • The domain is contained in the interior of K.
  • For all i, each vertex of Ci has valence 3
    (within Ci).

27
Equations of Motion
  • Kinetic energy T ( similar to ½mv2)
  • Elastic potential energy V
  • Both T and V depend on q, q
  • Euler-Lagrange equations

28
Computing V
  • Strain tensor degree of metric distortion
  • Greens strain tensor
  • Stress tensor forces acting on the interior of a
    continuum
  • Shear modulus, G
  • Poissons ratio,

29
Body Forces
  • Act on the whole body, rather than a specific
    cell in the mesh
  • Ex gravity
  • Similar to the familiar mg

30
Numerical integration
  • Simple trick for speed up precompute the
    integrals
  • Subdivide K
  • Compute basis functions at each vertex
  • Tetrahedralize
  • Compute integrals over each tetrahedron using
    piecewise linear approximations
  • Then use nonlinear Newton-Raphson to solve the
    system

31
Skeletal Simulation
  • Did you actually believe they did all those
    expensive computations at interactive rate?
  • Of course not!
  • First animate the skeleton (real quick)
  • Then approximate nonlinear dynamics

32
Regions
33
Solving the nonlinear system
  • Approximate by linearizing motion equation at
    each step
  • Make sure you use small time steps
  • h timestep
  • µ Damping coefficient
  • S stiffness matrix
  • Solve using Conjugate Gradients solver

34
Conjugent Gradient Method
  • Initialize at P0
  • g0 h0 ?F(P0)
  • for i 0 to n-1
  • Pi1 minimum of F along the line hi
    through Pi, i.e., choose ?i to minimize
  • F(Pi1)F(Pi ?i hi)
  • g i1 ?F(Pi1)
  • ? i1 (gi1- g i) ? g i1 / g i ? g
    i
  • h i1 gi1 ? i hi

35
Bone Constraints
  • Skeleton is directly controlled by keyframe data
  • Requiring the bones to be on edges of S makes
    things very simple
  • A control point on an edge ? a component of ?v
    that is known a priori
  • ?vk known components
  • ?vu unknown components

36
Linear Subspace Constraints
  • What if we have more than one object?
  • Position constraints
  • Extension of bone constraints
  • RHS is constant a, for each timestep
  • C

37
Blended Local Linearization
  • Problem computation of the stiffness matrix at
    each time step
  • Soln Linearize the strain tensor
  • Problem Severe distortions when deformation is
    large
  • Better soln Locally linearize
  • Idea no large deformation from nearby bones
  • User-specified regions
  • Blend at places where regions overlap
  • Define a binary Q matrix, where Qab1 means
    that the basis function a is nonzero for the
    region b

38
One Simulation Step - revisited
  • For each region i do
  • Extract regional variables from global system
  • ri, qi, qi Qi r,Qi q, Qi q
  • qi corresponds to displacement from rest state
    transformed according to the transformation of
    the bone
  • For each a do
  • qia qia Ti (ria) ria
  • Build the linear system for solving local
    equations of motion
  • Construct Ai and bi from bone constraint
  • Solve the linear system using conjugate gradients
  • Solve Ai ?vi bi
  • Merge solution from each region, weighted
  • ?v ?i Wi QiT ?vi
  • Update the global system state
  • q q ?v
  • q q hq

39
Twist Constraint
  • We dont twist much around our bones
  • Soln soft constraint to penalize all
    displacement near bones
  • Quadratic ? its Hessian is constant
  • Add to the stiffness matrix

40
Adaptation
  • More details at places where large deformations
    occur
  • Little deformation ? go up one level
  • Large deformation ? go down one level
  • Precompute and store related info

41
Contributions
  • Crafting the function space to handle constraints
  • Blended local linearization of non-linear
    equations
  • Method of solving constraints using linear
    subspace projection
  • New constraint for allowing 1D bones to behave
    like 3D

42
...contributions
  • None of these are terribly novel, in fact
  • But this is the first time so many techniques
    have been put together
  • Result interactive animation of arbitrary shaped
    characters with user control over skeleton

43
Results
  • Show video

44
References
  • Interactive skeleton-driven dynamic deformations
    Steve Capell, Seth Green, Brian Curless, Tom
    Duchamp, Zoran Popovic July 2002  ACM
    Transactions on Graphics (TOG) , Proceedings of
    the 29th annual conference on Computer graphics
    and interactive techniques,
  • Collisions and deformations A multiresolution
    framework for dynamic deformations Steve Capell,
    Seth Green, Brian Curless, Tom Duchamp, Zoran
    Popovic July 2002  Proceedings of the 2002 ACM
    SIGGRAPH/Eurographics symposium on Computer
    animation
  • S.M. Pizer, T. Fletcher, Y. Fridman, D.S.
    Fritsch, A.G. Gash, J.M. Glotzer, S. Joshi, A.
    Thall, G Tracton, P. Yushkevich, and E.L. Chaney,
    "Deformable M-Reps for 3D Medical Image
    Segmentation," International Journal of Computer
    Vision - Special UNC-MIDAG issue, (O Faugeras, K
    Ikeuchi, and J Ponce, eds.), vol. 55, no. 2, pp.
    85-106, Kluwer Academic, November-December 2003.
  • PT Fletcher, SM Pizer, G Gash, and S Joshi,
    "Deformable M-rep segmentation of object
    complexes," in IEEE International Symposium on
    Biomedical Imaging (ISBI), pp. 26-29, 2002.
  • Pizer S, S Joshi, PT Fletcher, M Styner, G
    Tracton, and Z Chen, "Segmentation of
    Single-Figure Objects by Deformable M-reps," in
    Medical Image Computing and Computer-Assisted
    Intervention (MICCAI), (WJ Niessen and MA
    Viergever, eds.), (New York), pp. 862-871, Oct.
    2001.
  • Yushkevich, Paul (2003). Statistical Shape
    Characterization Using the Medial Representation.
    PhD dissertation. Advisor Prof. Stephen Pizer
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