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Physics Based Animation


Physics Based Animation
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Numerical Methods For Linear Complementarity Problems In Physics Based Animation


Numerical Methods For Linear Complementarity Problems In Physics Based Animation
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Author : Sarah Niebe
language : en
Publisher: Morgan & Claypool Publishers
Release Date : 2015-01-01

Numerical Methods For Linear Complementarity Problems In Physics Based Animation written by Sarah Niebe and has been published by Morgan & Claypool Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-01 with Computers categories.


Linear complementarity problems (LCPs) have for many years been used in physics-based animation to model contact forces between rigid bodies in contact. More recently, LCPs have found their way into the realm of fluid dynamics. Here, LCPs are used to model boundary conditions with fluid-wall contacts. LCPs have also started to appear in deformable models and granular simulations. There is an increasing need for numerical methods to solve the resulting LCPs with all these new applications. This book provides a numerical foundation for such methods, especially suited for use in computer graphics. This book is mainly intended for a researcher/Ph.D. student/post-doc/professor who wants to study the algorithms and do more work/research in this area. Programmers might have to invest some time brushing up on math skills, for this we refer to Appendices A and B. The reader should be familiar with linear algebra and differential calculus. We provide pseudo code for all the numerical methods, which should be comprehensible by any computer scientist with rudimentary programming skills. The reader can find an online supplementary code repository, containing Matlab implementations of many of the core methods covered in these notes, as well as a few Python implementations [Erleben, 2011].



Physics Based Animation


Physics Based Animation
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Author : Kenny Erleben
language : en
Publisher:
Release Date : 2005

Physics Based Animation written by Kenny Erleben and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with Computers categories.


The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding, this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer. This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms. This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms



Exploring Physics With Computer Animation And Physgl


Exploring Physics With Computer Animation And Physgl
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Author : T J Bensky
language : en
Publisher: Morgan & Claypool Publishers
Release Date : 2016-11-01

Exploring Physics With Computer Animation And Physgl written by T J Bensky and has been published by Morgan & Claypool Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-11-01 with Computers categories.


This book shows how the web-based PhysGL programming environment (http://physgl.org) can be used to teach and learn elementary mechanics (physics) using simple coding exercises. The book's theme is that the lessons encountered in such a course can be used to generate physics-based animations, providing students with compelling and self-made visuals to aid their learning. Topics presented are parallel to those found in a traditional physics text, making for straightforward integration into a typical lecture-based physics course. Users will appreciate the ease at which compelling OpenGL-based graphics and animations can be produced using PhysGL, as well as its clean, simple language constructs. The author argues that coding should be a standard part of lower-division STEM courses, and provides many anecdotal experiences and observations, that include observed benefits of the coding work.



Control Simulation And Appearance Modeling For Real Time Physics Based Hand Animation


Control Simulation And Appearance Modeling For Real Time Physics Based Hand Animation
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Author : Sheldon Andrews
language : en
Publisher:
Release Date : 2015

Control Simulation And Appearance Modeling For Real Time Physics Based Hand Animation written by Sheldon Andrews and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with categories.


"Digital human characters are a mainstay of video games, film, and interactive computer graphics applications. However, animating hands remains a challenging aspect of human character animation: posing the hand involves coordinating many degrees of freedom, synthesizing a plausible grasp requires careful placement of contacts, and realistic rendering must account for intricate colour and texture variations. Traditional solutions to these problems require significant manual effort by skilled artists. It is therefore of great interest to computer animation researchers to develop fast and automatic methods for animating hands. This thesis presents methods for improving the realism of hands in real-time physics-based virtual environments.We begin by presenting a framework for skilled motion synthesis, wherein reinforcement learning and non-linear continuous optimization are used to generate controllers for single-handed re-orientation tasks. A mid-level multiphase approach breaks the problem into three parts, providing an appropriate control strategy for each phase and resulting in cyclic finger motions that accomplish the task. The exact trajectory is never specified, as the task goals are concerned with the final orientation and position of the object. Offline simulations are used to learn controller parameters, but the resulting control policy is suitable for real-time applications.We then describe a method for the simulation of compliant articulated structures using an approximate model that focuses on plausible endpoint behaviour. The approach is suitable for simulating physics-based characters under static proportional derivative control and stiff kinematic structures, like robotic grippers. The computation time of the dynamical simulation is reduced by an order of magnitude, and faster than real-time frame rates are easily achieved. Additionally, the state of internal bodies is computed independently, and in a parallel fashion.We also demonstrate an approach for synthesizing colour variation in fingers due to physical interaction with objects. A data-driven model relates contact information to visible colour changes for the fingernail and surrounding tissue on the back of the fingertip. The model construction uses the space of hemoglobin concentrations, as opposed to an RGB colour space, which permits transferability across different fingers and different people. Principal component analysis (PCA) on the sample images results in a compact model, enabling efficient implementation as a fragment shader program.Finally, we introduce a system for capturing grasping and dexterous interactions with real-world objects. A novel sensor ensemble collects information about joint motion and pressure distributions for the hand, and the data is used to design grasping controllers for a physics-based climbing simulation. Additionally, we speculate on how the interaction data can be used to derive future control strategies in physics-based animation. Combining interaction data with physical models is a promising approach for skilled motion synthesis involving hands." --



Foundations Of Physically Based Modeling And Animation


Foundations Of Physically Based Modeling And Animation
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Author : Donald House
language : en
Publisher: CRC Press
Release Date : 2016-11-30

Foundations Of Physically Based Modeling And Animation written by Donald House and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-11-30 with Computers categories.


Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations Emphasizes the underlying concepts of the field, and is not tied to any particular software package, language, or API. Develops concepts in mathematics, physics, numerical methods, and software design in a highly integrated way, enhancing both motivation and understanding. Progressively develops the material over the book, starting from very basic techniques, and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation.



Foundations Of Physically Based Modeling And Animation


Foundations Of Physically Based Modeling And Animation
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Author : Donald H. House
language : en
Publisher: CRC Press
Release Date : 2016-11-30

Foundations Of Physically Based Modeling And Animation written by Donald H. House and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-11-30 with Computers categories.


Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations



Acquiring Stylized Motor Skills For Physics Based Characters


Acquiring Stylized Motor Skills For Physics Based Characters
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Author : Zeshi Yang
language : en
Publisher:
Release Date : 2023

Acquiring Stylized Motor Skills For Physics Based Characters written by Zeshi Yang and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023 with categories.


Character animation is a core research topic in computer graphics, which studies synthesizing realistic movements for virtual characters. Physics-based character animation utilizes physics simulation to generate physically plausible character motions. One long-standing goal of physics-based character animation is to equip simulated characters with vast and agile motor skills. Most recent physics-based animation methods learn these agile and impressive motion skills by imitating motion capture data or human demonstrations. However, most of these methods mainly focus on motion tracking, and cannot discover novel skills that are visually fundamentally different from reference motions. Therefore, these imitation-based methods cannot be applied to motor skill learning tasks where high-quality motion capture data is not available, such as challenging sports movements. In this thesis, we present several computational methods that enable simulated characters to learn diverse and stylized motor skills in the absence of task-specific motion capture data. First, for motion tasks where a limited number of reference motions are available, we present a deep reinforcement learning framework to help simulated characters explore and develop stylized motor skills from reference motions. This system can be used to enrich the variations of the motor skills performed by physics-based characters. Second, for challenging motion tasks where no reference motions are available such as athletic jumping, we design a deep reinforcement learning framework to discover diverse high jumping strategies for simulated characters. Our framework can discover many well-known jumping strategies, like Fosbury flop and Scissor kick, without using task-specific mocap data. Third, we further extend and apply our method developed for full-body high jumping tasks to hand tool manipulation tasks, where we present a learning and control system to enable simulated hands to use chopsticks for object grasping. We demonstrate dexterous object relocation skills with chopsticks in different styles, holding positions and for various hand morphologies. Finally, motivated by the observation that many skill discovery problems can be formulated as hyperparameter optimization problems, we propose a novel multi-fidelity Bayesian Optimization algorithm to optimize hyperparameters of deep reinforcement learning-based animation systems. Our algorithm significantly outperforms state-of-the-art hyperparameter optimization methods applicable for physics-based character animation.



Physics Based Animation


Physics Based Animation
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Author :
language : en
Publisher:
Release Date : 2005

Physics Based Animation written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with Bilgisayar animasyonu categories.




Creating And Animating The Virtual World


Creating And Animating The Virtual World
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Author : Nadia Magnenat Thalmann
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-12-06

Creating And Animating The Virtual World written by Nadia Magnenat Thalmann and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-06 with Computers categories.


This book contains invited papers and a selection of research papers submitted to Computer Animation '92, the fourth international workshop on computer animation held in Genova on May 20-22, 1992. This workshop, now an annual event, is organized by the Computer Graphics Society, the University of Genova, and the Swiss Federal Institute of Technology in Lausanne. Original research results and applications experience to the various areas of computer animation are represented in the book. This year most contributions are related to physics-based animation, human animation, and geometric modelling for animation.



The Art Of Fluid Animation


The Art Of Fluid Animation
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Author : Jos Stam
language : en
Publisher: CRC Press
Release Date : 2015-11-04

The Art Of Fluid Animation written by Jos Stam and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-11-04 with Computers categories.


This book presents techniques for creating fluid-like animations with no required advanced physics and mathematical skills. It describes how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. It includes a historical background of the computation of fluids as well as concepts that drive fluid animations, and also provides computer code that readers can download and run on several platforms to create their own programs using fluid animation.