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Animating Sand, Mud, and Snow (2302.08683v2)

Published 17 Feb 2023 in cs.GR

Abstract: Computer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most runners leave no footprints. In this paper, we describe a simulation model of ground surfaces that can be deformed by the impact of rigid body models of animated characters. To demonstrate the algorithms, we show footprints made by a runner in sand, mud, and snow as well as bicycle tire tracks, a bicycle crash, and a falling runner. The shapes of the footprints in the three surfaces are quite different, but the effects were controlled through only five essentially independent parameters. To assess the realism of the resulting motion, we compare the simulated footprints to human footprints in sand.

Citations (160)

Summary

Simulation Models for Animating Terrain Interactions in Computer Graphics

This paper addresses the challenge of enhancing the realism of computer-generated animations by incorporating subtle interactions between characters and terrain. Typically, animated characters do not leave marks on the surfaces they interact with, such as footprints or tire tracks, which can detract from the scene's realism. To address this, the authors propose a simulation model that allows ground surfaces to deform upon contact with animated objects, effectively capturing the dynamic interactions between characters and environments like sand, mud, and snow. These deformations are controlled by five independent parameters, offering significant versatility in recreating realistic terrain interactions.

The model is predicated on a height field representation of the ground surface, composed of vertical columns that describe the elevation at each grid point. Upon impact from a rigid body—such as a runner's foot or a bicycle tire—the model undergoes deformation, achieved through compression and redistribution of material between these columns. The authors employ displacement algorithms to simulate impressions, such as footprints, and assess these simulated effects against human-induced marks, noting the strong similarity in resultant forms.

The paper investigates similar procedural techniques and situates the current research within the broader context of physically-based animation studies. While prior works like those of Li and Moshell focus on soil interaction with machinery, this paper offers an appearance-centric approach, emphasizing the visual authenticity of interactions over physical accuracy. This perceptual focus makes it distinct from purely engineering methods, aiming to develop a framework that animators can manipulate easily without exploring complex soil dynamics.

Key components of the simulation process include collision detection, displacement, erosion simulation, and particle generation. The collision detection involves computational geometry methods to adjust ground column heights upon intersection with rigid bodies, followed by a defined process of redistributing displaced material to adjacent columns not in contact with the object. An erosion algorithm further refines these deformations, smoothing out height discrepancies to mimic natural erosion processes.

Optimization techniques, notably active grid point simulation and parallel processing, are significant elements covered in the paper. By managing only the active portions of the simulated terrain at any time and employing parallel computing resources, the system efficiently scales to accommodate large numbers of interacting characters without linear increases in computational demand.

The system's efficacy is validated through a series of simulations featuring distinct materials and scenarios, including a falling cyclist and a tripping runner, with evaluations based on visual comparisons to real-world footage. Numerical results confirm the model's capability: a high-fidelity three-second animation reportedly demands minimal computational resources, showcasing its practical applicability in animation pipelines.

While the current model provides a robust framework for simulating terrain deformations, the authors acknowledge its limitations, particularly the absence of velocity considerations and lack of dynamic feedback to character movement. Future enhancements could involve incorporating these factors to better simulate materials' physical properties under varying conditions.

The implications of this work are twofold: practically, animators gain a powerful tool to enhance scene realism; theoretically, it pushes the boundary of appearance-focused simulation methods, inviting further exploration into seamlessly integrating perceptual realism with animation physicality. Given the model's scalable design and adaptability across different materials, future developments could refine these methods, potentially incorporating AI to optimize parameter selection and enhance automated realism adjustments in complex animations.

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