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Spacetime Constraints

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Title: Spacetime Constraints


1
Spacetime Constraints
  • David Coyne
  • Joe Ishikura

2
The challenge of kinematics
  • Successful animation requires control, but looks
    real
  • Traditional principles of animation look right

3
Problem
Control
Accuracy
  • Keyframe animation
  • Artist controls each pose
  • Time consuming
  • Takes an expert to make it look good
  • Physics simulations
  • Looks realistic
  • Almost no kinematic control
  • Forward simulation using time-dependent force
    functions looks bad

4
If only
  • We could produce motion to achieve a goal, rather
    than just simulate starting conditions
  • The solution would show how a real model would
    move

5
The Spacetime Solution
  • Represent motion as a set of equations
  • Set constraints to represent physical forces and
    goals (e.g. start at Pi, end at Pf)
  • Optimize solution with respect to some objective
    (e.g. minimize force)

6
Propelled Particle Example
  • We want to animate a particle that is affected by
    gravity and has jet propulsion force that can
    propel it
  • We want to be able to specify a starting position
    and ending position and want a program to figure
    out how to propel itself so that it uses the
    least amount of energy

7
Basic Terminology
  • Governing Equation
  • Particle affected by gravity and a jet force
  • Boundary Conditions
  • Given start and end position
  • Objective Function
  • Minimize consumed energy

8
Translate to Continuous Functions
  • Governing Equation (affected by gravity and
    propulsion force function)
  • Boundary Conditions (given start and end
    position)
  • Objective Function (minimize consumed energy)

9
Translate to Discrete Functions
  • We want to represent x(t) and f(t) as a set of
    independent variables that we can solve for
  • Do this by discretizing x(t) and f(t) into n 1
    samples with h step size
  • Then translate all other equations

10
Discretizing the Governing Equation
  • Translate
  • New Governing Equation

11
Discretizing the Rest
  • Boundary Conditions
  • Objective Function

12
Goal
  • Find values for f0, f1, fn that minimizes R
    while adhering to constraints
  • Do this by finding f values where

13
Sequential Quadratic Programming
  • Essentially, the method computes a second-order
    Newton-Raphson step in R, and a first-order
    Newton-Raphson step in the (constraint
    functions), and combines the two steps by
    projecting the first onto the null space of the
    second (that is, onto the hyperplane for which
    all the constraint functions are constant to
    first order)

14
Newton-Raphson Method
  • An iterative process used to attempt to converge
    on a root of an function given the function and
    its derivative
  • Start with a guess, call it x0
  • We converge on the answer by finding

source http//www.shodor.org/UNChem/math/newton/i
ndex.html
15
NR Example
  • So lets say were trying to find one root of
  • We then guess at a value
  • Then begin iterating

source http//www.shodor.org/UNChem/math/newton/i
ndex.html
16
NR Example contd
xn f(xn) f(xn) dx xn-dx
x0 6 32 12 2.67 3.33
x1 3.33 7.09 6.66 1.06 2.27
x2 2.27 1.15 4.54 0.26 2.01
x3 2.01 0.04 4.02 .01 2.00
x4 2.00 0 4.00 0 2.00
source http//www.shodor.org/UNChem/math/newton/i
ndex.html
17
NR Graphical Representation
source http//www.shodor.org/UNChem/math/newton/i
ndex.html
18
NR Graphical Representation
source http//www.shodor.org/UNChem/math/newton/i
ndex.html
19
NR Graphical Representation
source http//www.shodor.org/UNChem/math/newton/i
ndex.html
20
NR Graphical Representation
source http//www.shodor.org/UNChem/math/newton/i
ndex.html
21
SQP and NR
  • With SQP we are performing the Newton-Raphson
    method on our constraint functions and our
    objective function
  • Assuming our system is not over-constrained we
    should be able to get close

22
The SQP Notation
  • Represent each guess as Si, a vector of all
    independent parameters at each iteration
  • Turn all of the boundary conditions into
    constraint functions, call the set of them C
  • C(S) and R(S) must equal 0 so we can use NR

23
Step 1 Second Order NR on R
  • For now, ignore constraints
  • Start with an initial guess S0
  • Find Hessian of objective function (do once)
  • In our example

24
Step 1 Continued
  • Recall Taylor expansion
  • With our equation
  • We know that

25
Step 1 Continued
  • Our new equation becomes
  • We can calculate and solve for (S -
    S0)
  • S - S0 is the difference between the actual
    solution (root) and S0
  • Because our Taylor series expansion is not
    complete (i.e. infinite), the value that we
    actually get is only an approximation of (S - S0)

26
Step 1 Continued
  • Adding our approximation of (S - S0) (call it ?S)
    to our current guess S0 should bring us closer to
    the actual solution
  • True to the Newton Raphson method, our new guess
    at the end of this iteration is
  • This new S1 ignores our constraint conditions

27
Step 2 First Order NR on C
  • If Ci(S1) 0 for all constraint functions we are
    done
  • Otherwise, we must similarly converge onto an S
    value that will make C(S)0
  • Find the Jacobian of each Ci
  • Use Taylor Expansion on each Ci

28
Step 2 Continued
  • We rewrite it in terms of the Jacobian and set
    C(S)0
  • Once again, we solve for (S - S1) which is again
    an approximation that we can call ?S
  • After this iteration, our new guess becomes

29
Iterating
  • This new S2 value is fed back into Step 1
  • The process repeats until C(Sx)0 and any further
    decrease in R requires violating the constraints

30
Graphical Explanation of SQP
C(S)
S1
S2
S2
S
S0
S1
Slide taken from http//www.cs.virginia.edu/gfx/c
ourses/2005/Animation.spring.05/
31
Using constraints to animate Luxo
  • Define the model and its laws of motion
  • Set constraints for desired result
  • Choose a criteria and optimize solution

32
Define model
  • Define model
  • Four rigid massive links
  • Derive laws of motion
  • Muscles Three springs produce arbitrary
    time-dependent joint forces

33
Constraints
  • Initial and final positions and poses
  • No motion in contact with floor (simulates
    inelastic collision)

34
Solving
  • Set optimization criteria
  • Minimize applied muscle power (muscle force times
    angular velocity)

35
Adding different constraints
  • Landing force
  • Height of jump

36
  • Increase mass

37
Ski Jump
  • Removed Constraints
  • Base free to slide
  • Initial velocity
  • Added Constraints
  • Base tangent to surface
  • Height of base in air at one time step
  • Optimization includes style

38
More about Spacetime
  • Original paper by Witkins and Kass written in
    1988
  • A number of applications and further
    optimizations studied since

39
Spacetime Constraints Revisited
  • J. Thomas Ngo, Harvard, Joe Marks, Cambridge 1993
  • Instead of using perturbational analysis, use
    global search to find optimal solution
  • Generate possible solutions and use a genetic
    search algorithm to find the best

source http//citeseer.ist.psu.edu/cache/papers/c
s/1776/httpzSzzSzwww.merl.comzSzpeoplezSzmarkszSz
spacetime.pdf/ngo93spacetime.pdf
40
Human Motion with Spacetime Constraints
  • Charles Rose, Brian Guenter, Bobby Bodenheimer,
    Michael Cohen, Microsoft Research 1996
  • Using Inverse Kinematics and Spacetime
    Constraints, the Microsoft team was able to
    simulate realistic human motion with 44 degrees
    of freedom
  • Biggest problem with so many degrees of freedom
    and so many constraints, difficult to do quickly

source http//research.microsoft.com/cohen/Effic
ientSIG96.pdf
41
Human Motion with Spacetime Constraints
source http//research.microsoft.com/cohen/Effic
ientSIG96.pdf
42
Motion Editing with Spacetime Constraints
  • Michael Gleicher, Apple Research Laboratories
    1997
  • Summary
  • Given an animation, allow the animator to use
    direct manipulation to edit any joint in any time
    step and, using spacetime constraints, a program
    figures out, in real time, what the new animation
    will be, attempting to mimic the style of the
    original as best as possible

source http//www.cs.wisc.edu/graphics/Papers/Gle
icher/California/SpacetimeEditing.pdf
43
Motion Editing with Spacetime Constraints
  • Best or optimal motion is one where as much of
    the style is preserved as possible
  • Animator can specify what parts of the animation
    she wants to preserve
  • Uses spacetime techniques to propagate changes
    across entire animation

source http//www.cs.wisc.edu/graphics/Papers/Gle
icher/California/SpacetimeEditing.pdf
44
Spacetime Constraints for Biomechanical Movements
  • David Brogan, Kevin Granata, Pradip Sheth,
    University of Virginia, 2002
  • Use the Spacetime method to see how pathological
    constraints can affect movement

source http//www.cs.virginia.edu/dbrogan/Public
ations/Papers/iasted02.pdf
45
Arm Motion with Spacetime Constraints
  • Dengming Zhu, Zhaoqi Wang, He Huang, Min Shi,
    Chinese Academy of Sciences 2003
  • Simulate natural arm movement using Spacetime
    Constraints

source http//vh.ict.ac.cn/news/upload/2003Arm.do
c
46
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