TL;DR: This paper discusses collision detection and response in general, presents two collision detection algorithms, describes modeling collisions of arbitrary bodies using springs, and presents an analytical collision response algorithm for articulated rigid bodies that conserves linear and angular momentum.
Abstract: When several objects are moved about by computer animation, there is the chance that they will interpenetrate. This is often an undesired state, particularly if the animation is seeking to model a realistic world. Two issues are involved: detecting that a collision has occurred, and responding to it. The former is fundamentally a kinematic problem, involving the positional relationship of objects in the world. The latter is a dynamic problem, in that it involves predicting behavior according to physical laws. This paper discusses collision detection and response in general, presents two collision detection algorithms, describes modeling collisions of arbitrary bodies using springs, and presents an analytical collision response algorithm for articulated rigid bodies that conserves linear and angular momentum.
TL;DR: The history, objectives, structure, and current capabilities of the Stanford University Unstructured (SU 2) tool suite are described, and the efforts to develop SU 2 as an integrated platform are attempted.
Abstract: This paper describes the history, objectives, structure, and current capabilities of the Stanford University Unstructured (SU 2 ) tool suite. This computational analysis and design software collection is being developed to solve complex, multi-physics analysis and optimization tasks using arbitrary unstructured meshes, and it has been designed so that it is easily extensible for the solution of Partial Differential Equation-based (PDE) problems not directly envisioned by the authors. At its core, SU 2 is an open-source collection of C++ software tools to discretize and solve problems described by PDEs and is able to solve PDE-constrained optimization problems, including optimal shape design. Although the toolset has been designed with Computational Fluid Dynamics (CFD) and aerodynamic shape optimization in mind, it has also been extended to treat other sets of governing equations including potential flow, electrodynamics, chemically reacting flows, and several others. In our experience, capabilities for computational analysis and optimization have improved considerably over the past two decades. However, the ability to integrate the resulting software packages into coupled multi-physics analysis and design optimization solvers has remained a challenge: the variety of approaches chosen for the independent components of the overall problem (flow solvers, adjoint solvers, optimizers, shape parameterization, shape deformation, mesh adaption, mesh deformation, etc) make it difficult to (a) expand the range of applicability to situations not originally envisioned, and (b) to reduce the overall burden of creating integrated applications. By leveraging well-established object-oriented software architectures (using C++) and by enabling a common interface for all the necessary components, SU 2 is able to remove these barriers for both the beginner and the seasoned analyst. In this paper we attempt to describe our efforts to develop SU 2 as an integrated platform. In some senses, the paper can also be used as a software reference manual for those who might be interested in modifying it to suit their own needs. We carefully describe the C++ framework and object hierarchy, the sets of equations that can be currently modeled by SU 2 , the available choices for numerical discretization, and conclude with a set of relevant validation and verification test cases that are included with the SU 2 distribution. We intend for SU 2 to remain open source and to serve as a starting point for new capabilities not included in SU 2 today, that will hopefully be contributed by users in both academic and industrial environments.
TL;DR: In this article, a generative model with discriminatively trained salient points is used to achieve a low tracking error and with collision detection and physics simulation to achieve physically plausible estimates even in case of occlusions and missing visual data.
Abstract: Hand motion capture is a popular research field, recently gaining more attention due to the ubiquity of RGB-D sensors. However, even most recent approaches focus on the case of a single isolated hand. In this work, we focus on hands that interact with other hands or objects and present a framework that successfully captures motion in such interaction scenarios for both rigid and articulated objects. Our framework combines a generative model with discriminatively trained salient points to achieve a low tracking error and with collision detection and physics simulation to achieve physically plausible estimates even in case of occlusions and missing visual data. Since all components are unified in a single objective function which is almost everywhere differentiable, it can be optimized with standard optimization techniques. Our approach works for monocular RGB-D sequences as well as setups with multiple synchronized RGB cameras. For a qualitative and quantitative evaluation, we captured 29 sequences with a large variety of interactions and up to 150 degrees of freedom.
TL;DR: In this article, a method that enables physically simulated characters to learn skills from videos (SFV) is proposed, based on deep pose estimation and deep reinforcement learning, allowing data-driven animation to leverage the abundance of publicly available video clips from the web.
Abstract: Data-driven character animation based on motion capture can produce highly naturalistic behaviors and, when combined with physics simulation, can provide for natural procedural responses to physical perturbations, environmental changes, and morphological discrepancies. Motion capture remains the most popular source of motion data, but collecting mocap data typically requires heavily instrumented environments and actors. In this paper, we propose a method that enables physically simulated characters to learn skills from videos (SFV). Our approach, based on deep pose estimation and deep reinforcement learning, allows data-driven animation to leverage the abundance of publicly available video clips from the web, such as those from YouTube. This has the potential to enable fast and easy design of character controllers simply by querying for video recordings of the desired behavior. The resulting controllers are robust to perturbations, can be adapted to new settings, can perform basic object interactions, and can be retargeted to new morphologies via reinforcement learning. We further demonstrate that our method can predict potential human motions from still images, by forward simulation of learned controllers initialized from the observed pose. Our framework is able to learn a broad range of dynamic skills, including locomotion, acrobatics, and martial arts. (Video1)
TL;DR: In this paper, a self-contained state-of-the-art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years.
Abstract: Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high-performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state-of-the-art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner. This paper is not only a stake in the sand on what has been done, it also seeks to give the reader deeper insights to help guide their future research.