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General Overview

General 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

General 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 . . .

General Overview





Physics is . . .

• Systematic



• Scalable



• Consequent



• Controllable



• Extensible



• General



Therefore library software and expertise can evolve !

General Overview



Applying Physics can create . . .



• Dynamics (Newton’s 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

In the Beginning . . .

In 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?

In 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.

In 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.

In the Beginning . . .



More Pivotal Points in History . . .

• One of the most influential antecedents of today’s 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.

In 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.

Engineering Techniques and Feats in

Physics Simulation

Current 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.

Current 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).

Current 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

Newtonian 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.

Realistic 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.

Volumetric Rendering



• This technique has been too computationally intensive (usually

N^3 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.

Volumetric 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).

Large 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.



• Weta’s Massive is a very advanced, state of the art

implementation of large-scale simulation.

Current 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.

Recent 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.

Simulating Physics in the Art World

Simulation 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”

Simulation for the Artist



Grenade example: grenade bounces realistically

Simulation for the Artist



Pro’s 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

Simulation for the Artist



Con’s 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

Simulation for the Artist



Thief by Looking Glass Studios:





Deeper awareness

model with

complex sound

propagation and

lighting used for

stimuli of

characters

Simulation for the Artist



Thief by Looking Glass Studios:





Sound simulated

to bounce off

surfaces and

materials with

varied intensity

and reverb.

Simulation for the Artist



Thief by Looking Glass Studios:

Designers added a “light gem” feedback device

To help the player utilize environments effectively

Simulation for the Artist



Simulation to the non-Game Artist:



3D programs like Maya 3D

incorporate more simulation

for manipulating and controlling

physics in 3D.

Simulation 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

Goo plug-in original

What 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

Movie Industry Example:



LOTR Used

motion-capturing

to create cycles

to be used with

AI and physics to

simulate mass

warfare.

Future of Virtual

Simulation and Visualization

Future 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

Future of Virtual Simulation and Visualization



Problems that keep our

Simulation technology from advancing



Today’s 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.

Future 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.

Future 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.

Future 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.

Future 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.

Future 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.

Future of Virtual Simulation and Visualization



How far have we come with real time?



Pixar’s 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.

Future 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.

Today’s 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.

Future of Virtual Simulation and Visualization



Final Fantasy uses CG to represent Humans



Square’s 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.

Future 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.

Future 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.



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