Deformable Object Animation via Rest State Adaptation
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Computer-generated animation of deformable objects often results in unrealistic motion due to the use of external forces, which do not conserve momentum, or is restricted when fitted with an internal rigid structure, limiting the achievable motion.
Innovation Solution
A method that involves retrieving a geometric mesh and adjusting vertex positions based on a motion goal, generating a regularizing potential, and applying it to create a rest state configuration that allows for plausible and efficient animation of deformable objects by internal forces, using a dynamic model and solver to minimize a motion objective function.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If external forces are applied to animate deformable objects, then motion objectives can be achieved, but momentum conservation is violated leading to unrealistic motion
Solution Approach 1:
The patent replaces the traditional mechanical approach of applying external forces with a field-based potential energy system. Instead of directly forcing deformation through external actuators, the system uses a potential energy function that naturally guides the deformable object toward desired configurations through internal elastic forces, thereby conserving momentum and achieving physically plausible motion.
Solution Approach 2:
The patent changes the control parameter from external forces to rest state configuration. By adjusting the rest state (equilibrium position) of the deformable object rather than applying continuous external forces, the system achieves motion while maintaining physical consistency and momentum conservation throughout the animation.
2Ease of operation
If an internal rigid structure is fitted to a deformable object, then joint torques can be applied for control, but the achievable motion is substantially reduced
Solution Approach 1:
The patent extracts and removes the internal rigid structure (skeleton) from the deformable object. By eliminating this constraining structure, the object regains its full deformability and motion capabilities while control is achieved through a different mechanism (rest state adaptation) that does not require rigid internal elements.
Solution Approach 2:
Instead of controlling the deformable object by applying torques to a rigid skeleton (traditional approach), the patent inverts the control strategy by adapting the rest state configuration directly. This reversal allows the object to achieve desired motions without being constrained by rigid structural elements.
3Reliability
If rest state configuration is adapted to achieve motion objectives, then physical plausibility is improved, but computational complexity increases
Solution Approach 1:
The patent performs preliminary computation of the rest state configuration that satisfies motion objectives. By pre-calculating the appropriate rest state before animation execution, the system avoids complex real-time computations during simulation, reducing computational complexity while maintaining physical plausibility in the actual animation playback.
Solution Approach 2:
The patent introduces dynamic adaptation of the rest state configuration that responds to motion objectives. The rest state is not fixed but dynamically adjusted based on desired motion, allowing the system to achieve physically plausible animations with reduced computational burden by leveraging the natural dynamics of the deformable object.
Data Source
AI summary
Techniques are proposed for animating a deformable object. A geometric mesh comprising a plurality of vertices is retrieved, where the geometric mesh is related to a first rest state configuration corresponding to the deformable object. A motion goal associated with the deformable object is then retrieved. The motion goal is translated into a function of one or more state variables associated with the deformable object. A second rest state configuration corresponding to the deformable object is computed by adjusting the position of at least one vertex in the plurality of vertices based at least in part on the function.


