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Using Wavelet Transform to Speedup RealTime Cloth Simulation

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Using Wavelet Transform to Speedup Real-Time Cloth Simulation. Student: ??? Advisor: ???. Chia-Ying Chi Prof. Zen-Chung Shih. Institute of Multimedia and Engineering ... – PowerPoint PPT presentation

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Title: Using Wavelet Transform to Speedup RealTime Cloth Simulation


1
Using Wavelet Transform to Speedup Real-Time
Cloth Simulation
  • Student ??? Advisor ???
  • Chia-Ying Chi Prof. Zen-Chung Shih
  • Institute of Multimedia and EngineeringNational
    Chiao Tung University

2
Abstract original method
Time t
Time t 1
3
Abstract our method
4
Outline
  • Introduction
  • Related works
  • System overview
  • Our Speeding Approach
  • Fast and Stable Integrator
  • Implementation Results
  • Conclusion and Future Works

5
Introduction
6
Introduction
  • Regions with low curvature often occur
  • Bending forces
  • Not always moved in VR environment
  • To deal with problems
  • Time consuming framework
  • Stable simulation
  • Our approach
  • Pre-processing of segmentation
  • Modified integrator

7
Related works
  • Mass-spring system
  • Adaptive mesh

8
Mass-spring system
9
Adaptive Mesh (multi-level mesh)
10
Mesh adaptation
Choi and Hong using surface wavelet VSMM 2002
v3 refinement rule used by Volkov ACSC 2005
11
Mesh adaptation
  • Features
  • Construction and destruction (FILO)
  • Change mesh topology
  • For accurate result mainly when collision occurs
  • Segmentation rule

12
Integration method
13
Integration method
  • The Verlet method
  • Proposed early by Verlet in 1997
  • For experiment on fluid
  • Desbrun use it for cloth simulation
  • Because sometimes position changed rapidly (ex
    collision response)
  • Changed in position directly effect velocities

14
Our Speeding Approach
  • Segmentation
  • Interpolation

15
Segmentation
  • Method requirement
  • Fast
  • Nodes in the same cluster must be connected
  • Not all nodes should be classified into a cluster

16
Wavelet transform
  • Used in digital signal processing
  • CWT (continuous wavelet transform)
  • DWT (discrete wavelet transform)
  • The Haar wavelet
  • proposed in 1909 by Alfred Haar
  • the simplest possible wavelet
  • 2D Haar wavelet transform

17
The Haar wavelet transform
?-average-?
?-difference?
18
The Haar wavelet transform
average
difference
19
The Haar wavelet transform
average
difference
20
The Haar wavelet transform
21
Segmentation
Normal differences
Average normal
Vertex normal
Vertex normal
a
b
22
Interpolation
23
Bilinear Interpolation
24
Following benefit (1)
  • Over-stretch springs

25
Following benefit (2)
  • Over-stretch spring

26
Fast and Stable Integrator
  • Explicit/Implicit Euler method
  • Approximate implicit method
  • our integration method

27
Integration method
  • Explicit Euler method
  • The oldest and most simple method
  • Direct linear extrapolation

v
t-h t th
28
Explicit method
?Error
v
t-h t th
29
Integration method (cont)
  • Implicit Euler method (The backward Euler method)
  • introduced by Baraff at 1998
  • Consider all nodes when calculating each node
  • Compute a N?N matrix H for N mass points
  • Prediction for the next time step
  • Stability is the most advantage
  • larger simulation time steps
  • Total computation time decreased

30
Implicit method
  • ?F/?x is denoted as H

H
If i ?j and i,j is linked
From Desbrun(1999)
31
Integration method
  • Approximated implicit method
  • Hij0 when node i and node j are not connected
  • Compute only non-zero elements
  • Desbrun splits the forces into two parts
  • the linear one and nonlinear one.
  • Cho and Choi makes the model working in O(n)
  • simplified the formula of ?v

32
Approximated implicit method
FromChoi and Cho (2000)
33
Verlet integrator
  • Calculating position without computing velocities

34
Our integration method
  • Modified for our speedup approach
  • Ideas from combining Verlet method
  • Basically use approximated implicit method
  • Not use it to calculate ?v
  • To predict velocity for the next time step
  • Calculate position use explicit method
  • Errors from interpolation should not be propagate

35
Implementation Results
  • Simulation
  • Stretch correction
  • Enhancement

36
Implementation
  • Environment
  • Pentium 4 PC with 3.4GHz CPU
  • 2Gbyte RAM
  • NVIDIA GeForce 6600 GT graphic card
  • Cloth object
  • 3232 and 6464
  • Spring constant 2000

37
Result (3232)
38
Result (6464)
39
Over-stretch correction
Original simulation
With our approach
40
Enhancement
  • Stability and efficiency enhanced
  • Our system can perform simulation at timestep
    0.06
  • While original method only performs at timestep
    no over than 0.023
  • That means less simulation frequency and time
    costs.

41
Conclusion
42
conclusion
  • for simulating cloth in real-time
  • a time-saving approach
  • a suitable algorithm
  • advantage
  • Less time for each frame calculation
  • Less frequency to simulation
  • Higher stability
  • Bending and over-stretch correction

43
limitation
  • Accuracy is not the point
  • interpolation
  • Cloth resolution must be 2n
  • 2D wavelet transform

44
Future Works
45
Future Works
  • Temporal coherence
  • No need to rebuild hierarchical structure every
    time
  • Feature vector
  • Forces, velocities
  • Better interpolation method
  • Interpolate smoothly

46
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