Contact Deformation Control for Computer Graphics Animators
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Solution Overview
Problem
Computer graphics animators face challenges in creating realistic and interactive contact deformations between objects due to the time-consuming nature of accurate collision simulations, which disrupt their workflow and often result in avoiding contact between deformable objects and their environment.
Innovation Solution
A method that combines primary and secondary deformations, where a collider object initiates a primary deformation to prevent penetration, and a user-specified secondary deformation modifies nearby object surfaces to create aesthetically pleasing contact effects, using techniques like 3D objects, height fields, or displacement maps, and weight maps for modulation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If accurate collision simulations are used to model deformations of soft objects, then the realism of contact deformations is improved, but the execution time increases significantly
Solution Approach 1:
The deformation computation is segmented into two independent parts: primary deformation from collision simulation and secondary deformation from user specification. This allows the computationally intensive primary deformation to be calculated once, while the aesthetic secondary deformation can be adjusted independently without re-running the full simulation.
Solution Approach 2:
Instead of computing the complete physically accurate deformation, the system computes only the essential primary deformation required for realism, and adds a simplified secondary deformation component that provides aesthetic control without requiring full simulation accuracy.
2Ease of operation
If animators make incremental changes to objects and observe results interactively, then the ease of operation is improved, but the workflow is disrupted by long waiting times for simulation results
Solution Approach 1:
The system performs preliminary collision simulation to establish the primary deformation framework before the animator begins interactive work. This pre-computed foundation allows subsequent aesthetic adjustments to be made quickly without re-running the full physics simulation each time.
Solution Approach 2:
A secondary deformation specification acts as an intermediary between the animator's aesthetic intentions and the underlying physics simulation. This intermediate layer allows animators to make aesthetic adjustments without directly manipulating the complex simulation parameters, enabling intuitive interactive control.
3Productivity
If animators avoid contact between deformable objects and environment, then the productivity is improved by eliminating complex simulations, but the realism of the animation deteriorates
Solution Approach 1:
The system changes the parameter representation from full physics simulation parameters to simplified secondary deformation specifications. This parameter transformation allows contact deformations to be controlled through aesthetic parameters rather than complex physical parameters, maintaining realism while improving productivity.
Data Source
AI summary
An embodiment of the invention creates contact deformations in objects by combining two deformations. A collider contacting an object defines a primary deformation that modifies at least a portion of the object in contact with the collider. A secondary deformation based at least in part on user-provided parameters is added in the vicinity of the primary deformation to deform nearby portions of the objects that are not in contact with the collider, providing an aesthetic contact effect. A secondary deformation specification defines the general shape of the secondary deformation. The secondary deformation specification is associated with a location based on the location of the primary deformation. In an embodiment, the modification of the object due to the secondary deformation specification is modulated by attributes of the collision points, the primary deformation, user-specified weightings, and/or weight maps.


