Title: General Overview
1General Overview
2General Overview
Why physics ?
- Because most things in our everyday
- environment can be described by physics
- and a common ambition in a simulation
- is to describe an environment
- Physical simulations capture complexity
- Complex behavior emerges from simulation
3General Overview
Luxo Jr. by John Lasseter, Pixar 1987
- Keyframed realistic animation with no
- physical simulation.
- Still, physics does the trick
- High level motion control Jump from A to B
- Luxo Jr. made people start thinking about
physics . . .
4General Overview
Physics is . . .
- Systematic
- Scalable
- Consequent
- Controllable
- Extensible
- General
Therefore library software and expertise can
evolve !
5General Overview
Applying Physics can create . . .
- Dynamics (Newtons Laws)
- Rigid Body Dynamics, Interaction, Collisions
- Mechanics of Materials
- Fluids, water (water, yacht)
- Gases, smoke, clouds (smoke, train, interactive,
clouds) - Plasmas, fire, lightning, sparks (candle)
- Particles (special effects, explosions,
fountain, hair, fur) - Fields
- Body interaction
- Collective phenomena, complex systems,
emergence, - Audio wave tracing, acoustics, damping,
- Light optics, ray tracing,
- Effectors and sensors display and interaction
6In the Beginning . . .
7In the Beginning . . .
- Computers were hulking Goliaths locked in
air-conditioned - rooms.
- But a young electrical engineer and former naval
radar - technician named Douglas Engelbart viewed them
differently. - Engelbart envisioned them as tools for digital
display. - He knew from his days with radar that
- any digital information could be viewed
- on a screen. Why not, he then reasoned,
- connect the computer to a screen and
- use both to solve problems?
8In the Beginning . . .
- Engelbart's ideas were dismissed, but by the
early 1960s other - people were thinking the same way.
- Moreover, the time was right for his vision of
computing. - Communications technology was intersecting with
computing - and graphics technology.
- This synergy yielded more user-friendly
- computers, which laid the groundwork for
- personal computers, computer graphics,
- and later simulations.
9In the Beginning . . .
Pivotal Points in History . . .
- Fear of nuclear attack prompted the U.S.
military to commission a new radar system that
would process large amounts of information and
immediately display it in a form that humans
could readily understand. The resulting radar
defense system was the first "real time," or
instantaneous, simulation of data. - Aircraft designers began experimenting with ways
for computers to graphically display, or model,
air flow data. - Computer experts began restructuring computers
so they would display these models as well as
compute them. The designers' work paved the way
for scientific visualization, an advanced form of
computer modeling that expresses multiple sets of
data as images and simulations.
10In the Beginning . . .
More Pivotal Points in History . . .
- One of the most influential antecedents of
todays simulations was the flight simulator.
Following World War II and through the 1990s, the
military and industrial complex pumped millions
of dollars into technology to simulate flying
airplanes (and later driving tanks and steering
ships). - By the 1970s, computer-generated graphics
- had replaced videos and models. These
- flight simulations were operating in
- real time, though the graphics were
- primitive. By the early 1980s, better
- software, hardware, and motion-control
- platforms enabled pilots to navigate
- through highly detailed virtual worlds.
11In the Beginning . . .
Even More Pivotal Points History . . .
- Of course, the "military-industrial complex" was
not the only entity interested in computer
graphics. - A natural consumer of computer graphics was the
entertainment industry, which, like the military
and industry, was the source of many valuable
spin-offs in virtual reality. - By the 1970s, some of Hollywood's most dazzling
special effects were computer-generated, such as
the battle scenes in the big-budget, blockbuster
science fiction movie Star Wars, which was
released in 1976. Later came such movies as
Terminator and Jurassic Park. In the early 1980s,
the video game business boomed.
12Engineering Techniques and Feats in Physics
Simulation
13Current Climate
- Physics-based simulation is the art of reducing
algorithmic complexity to achieve usable results
with as little computation as possible. - Current visualizations usually incorporate both
scientific simulations based on research data and
parametric rule-sets that augment the data and
save time. - State of the art simulation technology in this
field is most often proprietary and created by
specialized teams (scientists, engineers,
artists, specialists) when the need for them
arises. - A large amount of cooperation between research
institutions, productions houses, and software
developers is needed and planning for
computational demands is highly coordinated.
14Current Climate
Some General Approaches Used
- System Modeling (pre-computed) Simulation
based on equations (x,y,z,t) that are computed
for individual data points (the more the better). - Parametric Rule-Sets (pre-computed) Integrates
pre-computed systems with other simulations (from
artists or augmented and reduced systems) based
on defined parameters. - Selective Data Plotting (real-time) Compute
only the data points you need to get an accurate
representation of your system. Example
Ray-casting - Monte Carlo Simulation (depends on application)
Compute complex systems using algorithms with
reduced complexity by guessing (using known
boundaries).
15Current Climate
Areas Where Simulations Are Used in the Industry
- Newtonian Physics - Rigid Body Kinetics, Object
Collisions, etc. - Realistic Human Movement Muscle Behavior,
Skeleton Behavior, etc. - Volumetric Rendering Natural Phenomenon (fire,
smoke, clouds, fluids, solid bodies) - Large-Scale Simulations Flocking, Group
Behavior, and Character Interaction
16Newtonian Physics
- Newest
- implementation
- allows user control
- over bodies.
- Basic laws of Newtonian physics are readily
defined - (ex a(t) v(t) s(t)).
- Uses algorithms with interpolate the appropriate
physical simulation based on user-defined actions
(similar to key-framing). - Current hurdles involve number of bodies, which
can interact in real-time, and how many
parameters are checked for each instance of time. - Research at Carnegie Mellon University and
implementation using controller packages like
Maya, Houdini, and Softimage.
17Realistic Human Movement
- A new technique is being developed at the
University of Toronto that creates a composable
controller system for human movement. - It links motor abilities of characters to
physics-based controllers. - This is different from traditional character
animation because character responds to
interactions based on laws of physics. - This is done through the groups of linked
controllers that contain physical parameters.
18Volumetric Rendering
- This technique has been too computationally
intensive (usually N3 complexity) in the past. - In the last couple of years new technologies and
techniques have arisen to reduce the complexity. - Ray-casting This method computes only the
portions of the volume that are seen given the
current projection. - Volumetric models of systems are
- important because they are
- easily integrated with both
- pre-computed system model data
- and parametric rule-sets to create
- realistic behavior.
19Volumetric Technologies
- Arete Digital Nature tools used in Cinema.
Creates volumetric fluids, clouds, etc. - Real-time volumetric renderings can still not be
computed accurately on standard computer hardware
without an additional accelerator. - Mitsubishi Electronics RTViz group produced to
VolumePro 500 and VolumePro 1000 to do
ray-casting in real-time. - Uses a large frame buffer and specialized
hardware - to compute 2563 individual volumes at 30 fps.
- Nvidia developed a technology (VTC) that
- compresses 3D textures (representing slices of a
- volumetric object).
20Large Scale Simulation
Particles and Flocking
- Uses a large number of discrete objects (with
physical parameters and or simulation data
attached) to model systems in which many bodies
are interacting non-uniformly. - Examples are crowds, swarms, and flocks, which
could represent characters or environmental
phenomenon. - Large-scale simulations are usually coupled with
other technologies such a volumetric rendering
and Newtonian physics. - Wetas Massive is a very advanced, state of the
art implementation of large-scale simulation.
21Current Feats
LOTR Two Towers
- Weta used its proprietary software
- Massive for large-scale simulation.
- It integrated Massive with its own
- physics-based muscle-system using
- Maya to create effects that would take
- 460 years to be rendered on a home PC.
- Rendering and simulation took 10 months and was
done using about 1000 IBM and SGI workstations. - Their own rendering and shading program Grunt
was used with Massive to aid in simulating cloth
and hair on individual characters in the crowd.
22Recent Feats
A Perfect Storm
- First film where ILM feels they created
realistic fluid dynamics. - Until recently, fluid flow simulations could
only be run with 80-100 data points. In A
Perfect Storm simulations of several different
oceans were run in 3D using a much larger data
set and various parameters until they looked
right. - Several simulation technologies went into
recreating the ocean. -
23Simulating Physics in the Art World
24Simulation for the Artist
Ability to manipulate/distort physics of their
digital environment
Game Designer Perspective
- Games allow Player to express himself
- Realism is not necessarily the goal for games
- Simulated World that has Consistently
25Simulation for the Artist
Grenade example grenade bounces realistically
26Simulation for the Artist
Pros of digital simulation
- Time Saved Reduced costs
- Emergence new strategies and
- game play by user
- Simulated World that has Consistency
- New and more genres of games created
27Simulation for the Artist
Cons of digital simulation
- Unexpected methods of game play by player
- Being too complex or real for the game
- More user feedback is required
- Hardware limitations reduces use or ability
- Deeper simulation does not mean more fun.
- Maybe just more interesting
28Simulation for the Artist
Thief by Looking Glass Studios
Deeper awareness model with complex sound
propagation and lighting used for stimuli of
characters
29Simulation for the Artist
Thief by Looking Glass Studios
Sound simulated to bounce off surfaces and
materials with varied intensity and reverb.
30Simulation for the Artist
Thief by Looking Glass Studios
Designers added a light gem feedback device To
help the player utilize environments effectively
31Simulation for the Artist
Simulation to the non-Game Artist
3D programs like Maya 3D incorporate more
simulation for manipulating and controlling
physics in 3D.
32Simulation for the Artist
Simulation to the non-Game Artist
KPT makes Adobe Photoshop plug-ins utilize 3D
physics simulation of light movement upon 2D
surfaces.
Ex. Goo Gel Materizlier Turbulence
original
Goo plug-in
33What Simulation means to the Public
What the General Public will see
- Simulation-based game design produce
- more variable player driven game play
- More dynamic effects in movies produced with
digital tools
34Movie Industry Example
LOTR Used motion-capturing to create cycles
to be used with AI and physics to simulate
mass warfare.
35Future of Virtual Simulation and Visualization
36Future of Virtual Simulation and Visualization
- Current problems that keep our technology from
advancing - Overcoming technological barriers and what to
expect from future simulation - Real-time simulation and visualization
- Advancements in representing human figures in
motion - Realistic walking movement
- Physics-based human simulation for virtual
prototyping - Human populations in simulations
- Technology that can be used for motion planning
in robots
37Future of Virtual Simulation and Visualization
- Problems that keep our
- Simulation technology from advancing
- Todays simulations require intense computational
resources - Most simulations generate gigabytes to terabytes
of data, whether it is a scientific application
or an artistic application such as movie effects - This Data requires not only huge amounts of
storage space but also the computer processing
power to handle it.
38Future of Virtual Simulation and Visualization
Example of a movie simulation Water When
simulating water, dynamics and large scale 3D
grids are used. Each point on the grid can
generate thousands to millions of particles that
are tracked over time.
39Future of Virtual Simulation and Visualization
Example of a movie simulation Water The amount
of data generated is so immense that in many
cases artists must manually add in details
because the movie production can not afford so
much simulation time.
40Future of Virtual Simulation and Visualization
- Overcoming technological barriers and what to
expect from future simulation - As computers get faster and storage space becomes
cheaper, more complex and realistic
visualizations are possible - Real time visualization will revolutionize the
world of simulation.
41Future of Virtual Simulation and Visualization
- Real time means that the graphical outcome of a
simulation will be available as the computer
works through the simulation. - What does this mean for artists?
- Artists will be able to create very complex
visuals without waiting to see the final product.
Changes will be possible without the fear of
long rendering times.
42Future of Virtual Simulation and Visualization
- What does this mean for scientists?
- Scientists will be able to simultaneously get
data from the simulation while analyzing the
computer visualization.
43Future of Virtual Simulation and Visualization
- How far have we come with real time?
- Pixars first film, Luxo, Jr. was made almost
17 years ago. The short film was rendered on a
Cray supercomputer that took 75 hours per second
of animation. - Future animated
- films could be done entirely
- on desktop machines as
- hardware advances.
44Future of Virtual Simulation and Visualization
Advancements in representing human figures in
motion Research is being done to develop systems
to more realistically display human movement such
as walking. Todays systems pass for situations
not intended to be realistic but when actual
human-like figures are represented, we can notice
that there is something not right. Physics are
what control human movement. The combination of
physics and other techniques such as motion
capturing can yield very realistic human motion.
There is still a lot to hope for.
45Future of Virtual Simulation and Visualization
Final Fantasy uses CG to represent Humans
Squares Final Fantasy The Spirits Within raised
the bar for technical achievement as it made
digital actors look realistic.
Characters moved almost too gracefully as real
humans tend to be somewhat more jerky and
unpredictable. We can expect to see much more
realistic movement in future CG movies.
46Future of Virtual Simulation and Visualization
Future Applications of Realistic Human
Motion Physics-based Human Simulation for
Virtual Prototyping Boston Dynamics has been
developing a landmark 3D software product for
real time simulations called DI-Guy. This
software adds artificial human life to
simulations such as virtual battlefields.
47Future of Virtual Simulation and Visualization
Future Applications of Realistic Human
Motion Technology for Virtual Humans could
provide potential for humanoid robots. Robots
use complex physics to perform simple motion. In
the next 10 years, Humanoid robots could be a
common sight. The development of these
new robots could be furthered by the same
research done to represent human movement
graphically.