Title: Plausible motion simulation
1Plausible motion simulation
- Ronen Barzel (on leave from PIXAR)
- John Hughes (on sabbatical from Brown)
2Goals
- Set context for the work to be presented in the
course. - Correct some misimpressions that people have
gotten from our 1996 paper.
3How can you do goal-directed (physical) animation?
4Engineers Approach
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5Mid-Late 1980s
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Reconcile realism with control.
6Plausible Animation
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7Exactness?
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8Plausible Animation (2)
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9Three versions of physical motion
10Natures solution
- What really happens in the world
- What would really happen in the world if we tried
it - Important question Tried what? Whats the
situation were asking nature about?
11Model solution
- Might say Mathematical model
- A simplification of the real world
- e.g. rigid body model
- e.g. Newton vs. Einstein
- Chosen to capture interesting or relevant
properties - Expressed as equations of motion
12Numerical solution
- Approximation to analytic solution of model
equations - Given numbers describing objects state, returns
numbers describing their motion.
13Examine what we mean by the correct result
- What result should we be willing to accept? Why?
- Is there a single correct result?
14Graphics models only describe an approximation
- Have already made a somewhat arbitrary choice
- No need to be too insistent on it
- But lets say its as good as we can get
15Numerical solution is always a cloud
- All values within the cloud are equally accurate
- Traditional view solver computes best answer
- the cloud can be made arbitrarily small
- cloud converges on the correct answer.
- but is this always true?
16The model may be unstable
- Consider a ball that lands exactly on the fence,
can fall on either side - Numerical cloud is disjoint
- Decreasing tolerance parameter doesnt cause
cloud to converge. - Solver chooses one side or the other arbitrarily
- Either side is equally correct
- A more honest solver would offer both sides,
let us choose between them
17How good are our input values?
- Often describe object as sphere or plane,
etc. - Real-world objects are never exactly spherical or
planar - Texture mapping, microfacets, etc. known in
rendering to get more realistic results - Similarly we need texturing in simulation to
get more realistic results
18Consider input as a range/distribution
- Yields distribution of results
- If model is stable
- Results may vary slightly
- But may be observable
- If model is unstable
- Results may vary almost arbitrarily
- Honest solver would offer range of results
19In some sense, were saying
- Because of limitations of computing
- We cant really compute Natures solution anyway
- There are always many results that are equally
appropriate w.r.t. model and inputs - We may as well choose the one we want
20But even more
- In principle we cant know inputs with analytic
accuracy - Natures solution isnt unique.
- The real world includes instability
- Random-number generators dice
- Chaos
21Ultimate claim
- In no case can we compute a single correct
solution - We can therefore choose among them.
22Preceding is physics, not cheating
23Coming up
- Stephen Chenney
- Jovan Popovic
- Ron Fedkiw