Optimization-based animation

Victor Milenkovic, Harald Schmidl

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Citations (Scopus)

Abstract

Current techniques for rigid body simulation run slowly on scenes with many bodies in close proximity. Each time two bodies collide or make or break a static contact, the simulator must interrupt the numerical integration of velocities and accelerations. Even for simple scenes, the number of discontinuities per frame time can rise to the millions. An efficient optimization-based animation (OBA) algorithm is presented which can simulate scenes with many convex three-dimensional bodies settling into stacks and other "crowded" arrangements. This algorithm simulates Newtonian (second order) physics and Coulomb friction, and it uses quadratic programming (QP) to calculate new positions, momenta and accelerations strictly at frame times. Contact points are synchronized at the end of each frame. The extremely small integration steps inherent to traditional simulation techniques are avoided. Non-convex bodies are simulated as unions of convex bodies. Links and joints are simulated successfully with bi-directional constraints. A hybrid of OBA and retroactive detection (RD) has been implemented as well. A review of existing work finds no other packages that can simulate similarly complex scenes in a practical amount of time.

Original languageEnglish (US)
Title of host publicationProceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001
PublisherAssociation for Computing Machinery
Pages37-46
Number of pages10
ISBN (Print)158113374X, 9781581133745
DOIs
StatePublished - 2001
Event28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001 - Los Angeles, CA, United States
Duration: Aug 12 2001Aug 17 2001

Other

Other28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001
CountryUnited States
CityLos Angeles, CA
Period8/12/018/17/01

Fingerprint

Animation
Quadratic programming
Point contacts
Momentum
Physics
Simulators
Friction

Keywords

  • animation
  • animation w/constraints
  • physically based animation
  • physically based modeling
  • scientific visualization
  • solid modeling

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Computer Vision and Pattern Recognition
  • Human-Computer Interaction
  • Software

Cite this

Milenkovic, V., & Schmidl, H. (2001). Optimization-based animation. In Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001 (pp. 37-46). Association for Computing Machinery. https://doi.org/10.1145/383259.383263

Optimization-based animation. / Milenkovic, Victor; Schmidl, Harald.

Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001. Association for Computing Machinery, 2001. p. 37-46.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Milenkovic, V & Schmidl, H 2001, Optimization-based animation. in Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001. Association for Computing Machinery, pp. 37-46, 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001, Los Angeles, CA, United States, 8/12/01. https://doi.org/10.1145/383259.383263
Milenkovic V, Schmidl H. Optimization-based animation. In Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001. Association for Computing Machinery. 2001. p. 37-46 https://doi.org/10.1145/383259.383263
Milenkovic, Victor ; Schmidl, Harald. / Optimization-based animation. Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001. Association for Computing Machinery, 2001. pp. 37-46
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