IEEE Trans Vis Comput Graph. 2017 Oct;23(10):2301-2313. doi: 10.1109/TVCG.2016.2620467. Epub 2016 Oct 24.
We present a system to combine arbitrary triangle mesh animations with physically based Finite Element Method (FEM) simulation, enabling control over the combination both in space and time. The input is a triangle mesh animation obtained using any method, such as keyframed animation, character rigging, 3D scanning, or geometric shape modeling. The input may be non-physical, crude or even incomplete. The user provides weights, specified using a minimal user interface, for how much physically based simulation should be allowed to modify the animation in any region of the model, and in time. Our system then computes a physically-based animation that is constrained to the input animation to the amount prescribed by these weights. This permits smoothly turning physics on and off over space and time, making it possible for the output to strictly follow the input, to evolve purely based on physically based simulation, and anything in between. Achieving such results requires a careful combination of several system components. We propose and analyze these components, including proper automatic creation of simulation meshes (even for non-manifold and self-colliding undeformed triangle meshes), converting triangle mesh animations into animations of the simulation mesh, and resolving collisions and self-collisions while following the input.
我们提出了一个系统,可以将任意的三角网格动画与基于物理的有限元方法(FEM)模拟相结合,从而能够在空间和时间上对组合进行控制。输入是使用任何方法(如关键帧动画、角色装备、3D 扫描或几何形状建模)获得的三角网格动画。输入可能是非物理的、粗糙的甚至是不完整的。用户使用最小的用户界面提供权重,指定在模型的任何区域以及在任何时间内,基于物理的模拟应该允许对动画进行多大程度的修改。然后,我们的系统计算一个基于物理的动画,该动画受这些权重规定的输入动画的限制。这允许在空间和时间上平滑地开启和关闭物理效果,使得输出可以严格遵循输入,可以完全基于基于物理的模拟进行演变,也可以介于两者之间。要实现这样的结果,需要仔细结合几个系统组件。我们提出并分析了这些组件,包括适当的模拟网格的自动创建(即使是对于非流形和自碰撞的未变形三角网格)、将三角网格动画转换为模拟网格的动画,以及在遵循输入的同时解决碰撞和自碰撞问题。