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EVASION%20Environnements%20Virtuels%20pour%20l

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Title: EVASION%20Environnements%20Virtuels%20pour%20l


1
EVASIONEnvironnements Virtuels pour
lAnimation et la Synthèse dImages dObjets
Naturels Virtual Environments for Modeling,
Animating and Rendering Natural Scenes
  • INRIA Rhône-Alpes
  • Équipe du laboratoire GRAVIR/IMAG
  • Future équipe du LJK (CNRS, INPG, INRIA, UJF)

2
Who are we?
  • The team
  • 6 faculties
  • 2 full profs GP Bonneau (UJF), MP Cani (INPG)
    Scientific leader
  • 2 assistant profs F Faure (UJF), F. Hetroy
    (INPG, sept 2004)
  • 2 CR1 researchers F. Neyret (CNRS), L. Revéret
    (INRIA)
  • 4 post-doc, engineer or designer
  • 12 PhD students (8 with MENRT grants)
  • History
  • Created in January 2003, after the scission of
    iMAGIS
  • Basis Computer Graphics (modeling, animation,
    rendering)

3
Scientific focus Modeling Visualizing Nature
  • Fascinating problem (vegetable, mineral, animal
    worlds)
  • Still unsolved to a large extent
  • Many industrial applications (from realism to
    real-time)
  • 3D feature films, Special effects, Video games
  • Virtual prototyping Pedagogical Simulators
  • (environment, geology, energy, aeronautics,
    surgery, cosmetics)

4
Modeling Visualizing Nature Main challenges
  • Extreme complexity
  • Number of elements, shape, aspect, motion and
    deformation
  • Re-using models from other sciences is not always
    possible
  • Virtual clouds? Fluid dynamics meteorology
    study other scales
  • Hair animation? FEM collisions not applicable
    for 100 000 strands
  • Use existing knowledge Collaborate with other
    disciplines
  • Combine efficiency and realism?
  • Specific methodology New fundamental tools

5
Scientific basisMethodology for handling
complexity
  • Characterize the observed sub-phenomena
  • Represent them by coupled sub-models
  • Of different nature physical model, geometry,
    texture, ...
  • Applied at different scales
  • Dynamically adapt the sub-models to the needs
  • By changing their local space and time resolution
  • By switching from one model to another
  • Validate based on human perception

6
Methodology for handling complexityExample
meadow blowing in the wind
  1. Wind pattern action
  2. Receever precomputed dynamics
  3. Grass geometry 3 levels of detail

I3D01,Computer Animation03
7
Contributions1. New fundamental tools
  • Geometry
  • New shape representations
  • Interactive deformations
  • Animation
  • Motion control from video analysis
  • Physically-based simulation
  • Visualization of massive data-sets
  • Multiresolution analysis adaptive rendering
  • Realistic rendering
  • Textures, shaders, point-based rendering

8
New fundamental toolsExample Constant volume
space deformations
  • Foldover-free space deformation
  • Rings of constant volume  swirls 
  •  
  • Applications
  • Modeling virtual clay
  • Animating fluids

Pacific Graphics04, SCA05
9
Contributions2. Application to specific natural
scenes
  • Mineral world
  • Animation of lava-flows, sea, streams
  • Simulation of water, smoke, clouds
  • Vegetable world
  • Real-time rendering of forest
  • Animating meadows (grass, trees)
  • Animal world
  • Wild animals animated from video
  • Virtual humans hair, skin, muscles, clothes
  • Real-time organs for surgery simulators

10
Application to specific natural scenesExample
Simulation of Natural Hair
  • New Lagrangian deformable model Super-helices
  • Predicts the shape of static hair
  • Efficient and stable simulation of hair dynamics
  • Identification of hair interaction parameters
  • Bridging the gap between wisps continuum
  • Interdisciplinary work (cosmetics, mechanics)
  • Industrial partnership (LOréal)

EG05 short, SIGGRAPH06
11
Application to specific natural scenesExample
Simulation of Natural Hair
12
3. Software development SOFA with
CIMIT/Harvard, INRIA, ETHZ, CWU
  • An Open Framework for Medical Simulation
  • Multi-institution, international effort
  • Aim component sharing / exchange / comparison
  • Kernel (release Dec 06)
  • Communication interfaces
  • Modules
  • FEM, Mass springs, Particles
  • Rendering algorithms,
  • Collision detection response

13
Scientific Collaborations
  • International
  • Joint team with DGP, University of Toronto
    (2004-2006)
  • 6 Eurodoc grants 6 month visit of PhD students
    to
  • U. of Washington, Davis, Berkeley, Calgary,
    Montreal
  • European Network of Excellence Aim_at_shape
  • (other joint papers with UBC, ETHZ, U. of
    Tuebingen, UC Davis)
  • National
  • Co-advised PhDs SIAMES, MOVI, APACHE, LMC, TIMC
  • DEREVE 2 with LIRIS ICA, MIDAS with TIMC, ICP
  • ARCs with ALCOVE, EPIDAURE, ISA, Geometrica

14
with Other Disciplines
  • 2003-2005 Collaborations with the fields of
  • Mechanics (CEMAGREF, LEGI, L3S)
  • Medicine (IRCAD, TIMC)
  • Cognitive Sciences (U. of Geneva)
  • Cosmetics (lOreal research labs)
  • 2005-2009 Interdisciplinary research clusters
  • Environnement Santé (Rhône-Alpes Region)
  • 2006-2009 Multidiciplinary ANR Projects
  • Biomechanics Neurosciences (project Kameleon)
  • Botanics (project NatSim)

15
Industrial grants transfer
  • Public projects with technology transfer
  • European project Odysseous
  • RIAM Virtual Actors RNTL PARI with Galilea
  • RIAM projects Vertigo Prodige with Bionatics
    and Thales
  • Direct grants from the industry
  • LOreal (contract 2004-2006)
  • CEA / CESTA (PhD grant 2004-2006)
  • EDF (PhD grant 2005-2007)

16
Results Visibility
  • Publications (20 journal, 48 conf, 6 chapters)
  • Editors GMOD, IEEE TVCG
  • Conference co-chairs
  • EG-IEEE Visualisation2003, IEEE Shape Modeling
    Applications05
  • Paper co-chairs
  • EUROGRAPHICS04, ACM-EG Symp. on Computer
    Animation06
  • PC members
  • SIGGRAPH, Eurographics, Pacific Graphics
  • IEEE Vis, SMI, SCA, CASA, NPAR, etc

17
Grand challenge ?Specify and control a full,
animated natural scene
  • Creation of digital content, in a difficult case
  • High number of similar, but different details
  • Allow user-input / fit specific distributions
  • Control motion while maintaining realism
  • Animate and render efficiently
  • Reasons for tackling it?
  • Real-size tests interactions between different
    phenomena
  • Interactive exploration (GPU, GRimage PC grid)
  • Validation through the science of human perception

18
Objectives for the next 4 years
  • Creation of Natural Scenes
  • Exploit real images, data, sketching
  • Combine user control with procedural details
  • Animating Nature multi-disciplinary projects
  • Promote interactive virtual scenes as a support
    for experimenting and validating hypotheses
  • Model natural phenomena never achieved in CG
  • Efficient Visualization of very large scenes
  • Interactive exploration of hybrid data-masses
  • Fast, realistic rendering of natural scenes

19
Conclusion
  • Computer Graphics group
  • Competences modeling, animation, visualization,
    rendering
  • Focus Virtual natural scenes and phenomena
  • Strategic aspects within French research
  • Combining simulation, visualization and virtual
    reality
  • Processing huge data-sets
  • Applications to Environmental simulations
  • Applications to Biology/Health-care

20
Thank you!
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