Statistical simulation of rigid bodies

We describe a method for replacing certain stages of rigid body simulation with a statistically-based approximation. We begin by collecting statistical data regarding changes in linear and angular momentum for collisions of a given object. From this data we extract a statistical "signature" for the object, giving a compact representation of the object's response to collision events. During object simulation, both the collision detection and the collision response calculations are replaced by simpler calculations based on the statistical signature. Using this approach, we are able to achieve significant improvement in the performance of rigid body simulation. The statistical behavior of the simulation is maintained, including achieving valid resting positions. We present results from a variety of simulations that demonstrate the method and its performance improvement. The method is appropriate for rigid body simulation situations requiring significant performance improvement, and allowing for some loss in fidelity.

[1]  Andrew Lewis,et al.  Model reduction for real-time fluids , 2006, SIGGRAPH '06.

[2]  Carme Torras,et al.  3D collision detection: a survey , 2001, Comput. Graph..

[3]  Doug L. James,et al.  Precomputing interactive dynamic deformable scenes , 2003, ACM Trans. Graph..

[4]  Thomas Jakobsen,et al.  Advanced Character Physics , 2003 .

[5]  Steven M. Seitz,et al.  Interactive manipulation of rigid body simulations , 2000, SIGGRAPH.

[6]  John F. Canny,et al.  Impulse-based simulation of rigid bodies , 1995, I3D '95.

[7]  Brian Mirtich,et al.  Impulse-based dynamic simulation of rigid body systems , 1996 .

[8]  Doug L. James,et al.  BD-tree: output-sensitive collision detection for reduced deformable models , 2004, SIGGRAPH 2004.

[9]  John F. Hughes,et al.  Plausible motion simulation for computer graphics animation , 1996 .

[10]  Tomas Akenine-Möller,et al.  Real-time rendering, 3rd Edition , 2008 .

[11]  Doug L. James,et al.  Backward steps in rigid body simulation , 2008, ACM Trans. Graph..

[12]  Roman Berka Reduction of Computations in Physics-Based Animation Using Level of Detail , 1997 .

[13]  David A. Forsyth,et al.  Sampling plausible solutions to multi-body constraint problems , 2000, SIGGRAPH.

[14]  Ronald Fedkiw,et al.  Nonconvex rigid bodies with stacking , 2003, ACM Trans. Graph..

[15]  Antonio A. F. Oliveira,et al.  A Collision Detection and Response Scheme for Simplified Physically Based Animation , 2005, XVIII Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI'05).

[16]  David A. Forsyth,et al.  View-dependent culling of dynamic systems in virtual environments , 1997, SI3D.

[17]  Thanh Giang,et al.  Evaluating the visual fidelity of physically based animations , 2003, ACM Trans. Graph..

[18]  John Dingliana,et al.  Collisions and perception , 2001, TOGS.

[19]  Jernej Barbic,et al.  Real-Time subspace integration for St. Venant-Kirchhoff deformable models , 2005, ACM Trans. Graph..

[20]  Ming C. Lin,et al.  Accurate and Fast Proximity Queries Between Polyhedra Using Convex Surface Decomposition , 2001, Comput. Graph. Forum.

[21]  Pixar Animation Studios,et al.  Physically Based Modeling , 2001 .

[22]  Philip M. Hubbard,et al.  Approximating polyhedra with spheres for time-critical collision detection , 1996, TOGS.

[23]  Dinesh Manocha,et al.  I-COLLIDE: an interactive and exact collision detection system for large-scale environments , 1995, I3D '95.

[24]  Doug L. James,et al.  Backward steps in rigid body simulation , 2008, SIGGRAPH 2008.