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Cloth Simulation CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2004 Cloth Simulation Cloth simulation has been an important topic in computer animation since the early 1980’s It has been extensively researched, and has reached a point where it is *basically* a solved problem Today, we will look at a very basic method of cloth simulation. It is relatively easy to implement and can achieve good results. It will also serve as an introduction to some more advanced cloth simulation topics. Cloth Simulation with Springs We will treat the cloth as a system of particles interconnected with spring-dampers Each spring-damper connects two particles, and generates a force based on their positions and velocities Each particle is also influenced by the force of gravity With those three simple forces (gravity, spring, & damping), we form the foundation of the cloth system Then, we can add some fancier forces such as aerodynamics, bending resistance, and collisions, plus additional features such as plastic deformation and tearing Cloth Simulation • • Particle • • • • Spring-damper • • • • Particle r : position r• v v : velocity a : acceleration 1 a f m m : mass p : momentum f fi f : force p mv Euler Integration Once we’ve computed all of the forces in the system, we can use Newton’s Second Law (f=ma) to compute the acceleration 1 an fn m Then, we use the acceleration to advance the simulation forward by some time step Δt, using the simple Euler integration scheme v n1 v n a n t rn1 rn v n1t Physics Simulation General Physics Simulation: 1. Compute forces 2. Integrate motion - Repeat Cloth Simulation 1. Compute Forces For each particle: Apply gravity For each spring-damper: Compute & apply forces For each triangle: Compute & apply aerodynamic forces 2. Integrate Motion For each particle: Apply forward Euler integration Uniform Gravity f gravity mg 0 g 0 0 9.8 0 m 2 s Spring-Dampers The basic spring-damper connects two particles and has three constants defining its behavior Spring constant: ks Damping factor: kd Rest length: l0 • r1 r2 • v2 v1 Spring-Damper A simple spring-damper class might look like: class SpringDamper { float SpringConstant,DampingFactor; float RestLength; Particle *P1,*P2; public: void ComputeForce(); }; Spring-Dampers The basic linear spring force in one dimension is: f spring k s x k s l0 l The linear damping force is: We can define a spring-damper by just adding the two: f damp kd v kd v1 v2 f s d ks l0 l kd v1 v2 Spring-Dampers To compute the forces in 3D: Turn 3D distances & velocities into 1D Compute spring force in 1D Turn 1D force back into 3D force Spring-Damper Force We start by computing the unit length vector e from r1 to r2 We can compute the distance l between the two points in the process r2 • e* r2 r1 l e* e* e l • r1 e l Spring-Dampers Next, we find the 1D velocities r2 v2 e v 2 • v1 e v1 • r1 v2 e v1 Spring-Dampers f 2 f1 Now, we can find the 1D force and map it back into 3D • f s d k s l0 l k d v1 v2 f1 f s d e f 2 f1 • f1 f s d e e Aerodynamic Force In the last lecture, we defined a simple aerodynamic drag force on an object as: 1 2 f aero v cd ae 2 v e v ρ: density of the air (or water…) cd: coefficient of drag for the object a: cross sectional area of the object e: unit vector in the opposite direction of the velocity Aerodynamic Force Today we will extend that to a simple flat surface Instead of opposing the velocity, the force pushes against the normal of the surface 1 2 f aero v cd an 2 Note: This is a major simplification of real aerodynamic interactions, but it’s a good place to start Aerodynamic Force In order to compute the aerodynamic forces, we need surfaces to apply it to We will add some triangles to our cloth definition, where each triangle connects three particles r1 r3 r2 Aerodynamic Force In order to compute our force: 1 2 f aero v cd an 2 we will need find the velocity, normal, and area of the triangle (we can assume that ρ and cd are constants) r3 r1 r2 Aerodynamic Force For the velocity of the triangle, we can use the average of the three particle velocities v1 v 2 v 3 v surface 3 v1 We actually want the relative velocity, so we will then subtract off the velocity of the air v v surface v air v3 v surface v2 Aerodynamic Force The normal of the triangle is: n r2 r1 r3 r1 r2 r1 r3 r1 r3 n r1 r2 Aerodynamic Force The area of the triangle is: 1 a0 r2 r1 r3 r1 2 But we really want the crosssectional area (the area exposed to the air flow) v n a a0 v n v v Aerodynamic Force As the final equation requires |v|2an, we can reduce the math a little bit: n* r2 r1 r3 r1 v an 2 v v n * 2n* Also, notice that: v n* v 2 n* 2 n* Aerodynamic Force The final aerodynamic force is assumed to apply to the entire triangle We can turn this into a force on each particle by simply dividing by 3, and splitting the total force between them Bending Forces If we arrange our cloth springs as they are in the picture, there will be nothing preventing the cloth from bending This may be find for simulating softer cloth, but for stiffer materials, we may want some resistance to bending • • • • • • • • • Bending Forces A simple solution is to add more springs, arranged in various configurations, such as the one in the picture The spring constants and damping factors of this layer might need to be tuned differently… • • • • • • • • • Collisions We will talk about collision detection & response in the next lecture… In the mean time, here’s a very basic way to collide with a y=y0 plane If(r.y < y0) { r.y= y0 - r.y; v.y= - elasticity * v.y; v.x= (1-friction) * v.x; v.z= (1-friction) * v.z; } // cheezy // cheezy Plastic Deformation An elastic deformation will restore back to its un-deformed state when all external forces are removed (such as the deformation in a spring, or in a rubber ball) A plastic deformation is a permanent adjustment of the material structure (such as the buckling of metal) Plastic Deformation We can add a simple plastic deformation rule to the spring-dampers We do so by modifying the rest length Several possible rules can be used, but one simple way is to start by defining an elastic limit and plastic limit The elastic limit is the maximum deformation distance allowed before a plastic deformation occurs If the elastic limit is reached, the rest length of the spring is adjusted so that meets the elastic limit An additional plastic limit prevents the rest length from deforming beyond some value The plastic limit defines the maximum distance we are allowed to move the rest length Fracture & Tearing We can also allow springs to break One way is to define a length (or percentage of rest length) that will cause the spring to break This can also be combined with the plastic deformation, so that fracture occurs at the plastic limit Another option is to base the breaking on the force of the spring (this will include damping effects) It’s real easy to break individual springs, but it may require some real bookkeeping to update the cloth mesh connectivity properly… Ropes & Solids We can use this exact same scheme to simulate ropes, solids, and similar objects • • • • • • • • • • • • • System Stability Conservation of Momentum As real springs apply equal and opposite forces to two points, they obey conservation of momentum Our simple spring-damper implementation should actually guarantee conservation of momentum, due to the way we explicitly apply the equal and opposite forces (This assumes that everything says within reasonable floating point ranges and we don’t suffer from excessive round-off) Conservation of Energy True linear springs also conserve energy, as the kinetic energy of motion can be stored in the deformation energy of the spring and later restored The dampers, however are specifically intended to remove kinetic energy from the system Our simple implementation using Euler integration is not guaranteed to conserve energy, as we never explicitly deal with it as a quantity Conservation of Energy If we formulate the equations correctly and take small enough time steps, the system will hopefully conserve energy approximately In practice, we might see a gradual increase or decrease in system energy over time A gradual decrease of energy implies that the system damps out and might eventually come to rest. A gradual increase, however, it not so nice… Conservation of Energy There are particle schemes that conserve energy, and other schemes that preserve momentum (and/or angular momentum) It’s possible to conserve all three, but it becomes significantly more complicated This is important in engineering applications, but less so in entertainment applications Also, as we usually want things to come to rest, we explicitly put in some energy loss through controlled damping Still, we want to make sure that our integration scheme is stable enough not to gain energy Simulation Stability If the simulation ‘blows up’ due to artificial energy gains, then it is said to be unstable The basic Euler integration scheme is the simplest, but can easily become unstable and require very small time steps in order to produce useful results There are many other integration schemes that improve this behavior We will only briefly mention these now, but might go over them in more detail in a future lecture Integration There are many methods of numerical integration. Some examples are: Explicit Euler Implicit Euler Midpoint (Leapfrog) Crank-Nicolson Runge-Kutta Adams-Bashforth, Adams-Moulton etc… Two-Level Integration Methods Explicit Euler: n1 n f (tn , n )t Implicit Euler n 1 f (tn1 , Midpoint (Leapfrog): n 1 f (tn1/ 2 , n 1 Crank-Nicolson: n n n 1 )t n 1/ 2 )t 1 f (tn , n ) f (tn 1 , n 1 ) t 2 n Multipoint Methods Multipoint methods fit a polynomial to several values in time. Adams-Bashforth methods use only previous values, while Adams-Moulton combine these with implicitly computed future points. Second order Adams-Bashforth: t n 1 n 3 f (t n , n ) f (t n 1 , n 1 ) 2 Third order Adams-Moulton: t n 1 n 5 f (t n 1 , n 1 ) 8 f (tn , n ) f (tn 1 , n 1 ) 12 Runge-Kutta Methods The Runge-Kutta integration methods compute the value at step n+1 by computing several partial steps between n and n+1 and then constructing a polynomial to get the final value at n+1 Second order Runge-Kutta: t f (t n , n ) 2 n1 n t f (tn1/ 2 , n1/ 2 ) n 1/ 2 n Cloth Stability To make our cloth stable, we should choose a better integration scheme (such as adaptive time-step fourth order Runge-Kutta) It’s actually not quite as bad as it sounds But, in the mean time, some other options include: Oversampling: For one 1/60 time step, update the cloth several times at smaller time steps (say 10 times at 1/600), then draw once Tuning numbers: High spring constants and damping factors will increase the instability. Lowering these will help, but will also make the cloth look more like rubber… Advanced Cloth Continuum Mechanics Real cloth simulation rarely uses springs Instead, forces are generated based on the the deformation of a triangular element This way, one can properly account for internal forces within the piece of cloth based on the theory of continuum mechanics The basic process is still very similar. Instead of looping through springs computing forces, one loops through the triangles and computes the forces Continuum models account for various properties such as elastic deformation, plastic deformation, bending forces, anisotropy, and more Collision Detection & Response Cloth colliding with rigid objects is tricky Cloth colliding with itself is even trickier There have been several published papers on robust cloth collision detection and response methods Integration Nobody uses forward Euler integration for cloth in the real world Modern systems use adaptive time steps, high order interpolation, and implicit integration schemes Particle Systems Particle Systems In computer animation, particle systems can be used for a wide variety of purposes, and so the rules governing their behavior may vary A good understanding of physics is a great place to start, but we shouldn’t always limit ourselves to following them strictly In addition to the physics of particle motion, several other issues should be considered when one uses particle systems in computer animation Particles In physics, a basic particle is defined by it’s position, velocity, and mass In computer animation, we may want to add various other properties: Color Size Life span Anything else we want… Creation & Destruction The example system we showed at the beginning had a fixed number of particles In practice, we want to be able to create and destroy particles on the fly Often times, we have a particle system that generates new particles at some rate The new particles are given initial properties according to some creation rule Particles then exist for a finite length of time until they are destroyed (based on some other rule) Creation & Destruction This means that we need an efficient way of handling a variable number of particles For a realtime system, it’s usually a good idea to allocate a fixed maximum number of particles in an array, and then use a subset of those as active particles When a new particle is created, it uses a slot at the end of the array (cost: 1 integer increment) When a particle is destroyed, the last particle in the array is copied into its place (cost: 1 integer decrement & 1 particle copy) For a high quality animation system where we’re not as concerned about performance, we could just use a big list or variable sized array Creation Rules It’s convenient to have a ‘CreationRule’ as an explicit class that contains information about how new particles are initialized This way, different creation rules can be used within the same particle system The creation rule would normally contain information about initial positions, velocities, colors, sizes, etc., and the variance on those properties A simple way to do creation rules is to store two particles: mean & variance (or min & max) Creation Rules In addition to mean and variance properties, there may be a need to specify some geometry about the particle source For example, we could create particles at various points (defined by an array of points), or along lines, or even off of triangles One useful effect is to create particles at a random location on a triangle and give them an initial velocity in the direction of the normal. With this technique, we can emit particles off of geometric objects Destruction Particles can be destroyed according to various rules A simple rule is to assign a limited life span to each particle (usually, the life span is assigned when the particle is created) Each frame, it’s life span decreases until it gets to 0, then the particle is destroyed One can add any other rules as well Sometimes, we can create new particles where an old one is destroyed. The new particles can start with the position & velocity of the old one, but then can add some variance to the velocity. This is useful for doing fireworks effects… Randomness An important part of making particle systems look good is the use of randomness Giving particle properties a good initial random distribution can be very effective Properties can be initialized using uniform distributions, Gaussian distributions, or any other function desired Particle Rendering Particles can be rendered using various techniques Points Lines (from last position to current position) Sprites (textured quad’s facing the camera) Geometry (small objects…) Or other approaches… For the particle physics, we are assuming that a particle has position but no orientation. However, for rendering purposes, we could keep track of a simple orientation and even add some rotating motion, etc…