Precomputing interactive dynamic deformable scenes

Doug L. James, Kayvon Fatahalian
2003 ACM Transactions on Graphics  
a) Precomputation (b) Reduced dynamics model (c) Reduced illumination model (d) Real-time simulation Figure 1: Overview of our approach: (a) Given a deformable scene, such as cloth on a user-movable door, we precompute (impulsive) dynamics by driving the scene with parameterized interactions representative of runtime usage. (b) Model reduction on observed dynamic deformations yields a low-rank approximation to the system's parameterized impulse response functions. (c) Deformed state geometries
more » ... d state geometries are then sampled and used to precompute and coparameterize a radiance transfer model for deformable objects. (d) The final simulation responds plausibly to interactions similar to those precomputed, includes complex collision and global illumination effects, and runs in real time. Abstract We present an approach for precomputing data-driven models of interactive physically based deformable scenes. The method permits real-time hardware synthesis of nonlinear deformation dynamics, including self-contact and global illumination effects, and supports real-time user interaction. We use data-driven tabulation of the system's deterministic state space dynamics, and model reduction to build efficient low-rank parameterizations of the deformed shapes. To support runtime interaction, we also tabulate impulse response functions for a palette of external excitations. Although our approach simulates particular systems under very particular interaction conditions, it has several advantages. First, parameterizing all possible scene deformations enables us to precompute novel reduced coparameterizations of global scene illumination for lowfrequency lighting conditions. Second, because the deformation dynamics are precomputed and parameterized as a whole, collisions are resolved within the scene during precomputation so that runtime self-collision handling is implicit. Optionally, the data-driven models can be synthesized on programmable graphics hardware, leaving only the low-dimensional state space dynamics and appearance data models to be computed by the main CPU.
doi:10.1145/882262.882359 fatcat:zmrp5n4ybjf57itqzqrsyuz6ei