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Archives · 2018 · 20180075173

Application (pre-grant publication)

GUIDED SIMULATION WITH GENERALIZED COLLISION OBJECTS

Number
20180075173
Published
2018-03-15
Filed
2016-09-09
Assignee
Disney Enterprises, Inc.
Inventors
STOMAKHIN; Alexey
CPC
G06F30/20; G06T19/00
Verdict
Medium Notable software
Source
Google Patents · FreePatentsOnline

The keeper's note

Physics simulation with generalized collision objects.

Abstract

The disclosure provides an approach for simulating three-dimensional (3D) virtual environments using generalized collision objects. In one aspect, the generalized collision object includes a shape specifying the boundary of the generalized collision object, a shape velocity specifying how the generalized collision object moves and evolves through space, and a material velocity specifying how the material being simulated moves at the boundary of the generalized collision object. Taking the shape, shape velocity, and material velocity as inputs, a simulation application determines source and sink boundary conditions to apply in a simulation based on a difference between components of the shape velocity and the material velocity that are normal to the boundary of the generalized collision object. The simulation application then performs the simulation of the 3D virtual environment while enforcing velocity boundary conditions using the material velocity and the determined source and sink boundary conditions.

Background

BACKGROUNDField of the Invention

Aspects of the disclosure presented herein relate to computer simulation and rendering of three-dimensional (3D) virtual environments. More specifically, this disclosure presents techniques for guided simulation of virtual environments using generalized collision objects.Description of the Related Art

Physically based simulation has been used to create realistic three-dimensional (3D) virtual environments by leveraging the power of modern computer systems to simulate highly complex visual effects which would otherwise be infeasible to animate “by hand.” However, with physically based simulations, an artist is still responsible for providing the initial setup for the simulation to make sure it hits desired visual cues, which typically requires the artist to specify an appropriate set of initial and boundary conditions. It may be difficult for the artist to provide the initial setup that produces the desired visual cues in many cases, such as when the artist wishes to create a breaking wave that needs to have a certain shape at a certain time.

“Guided simulation” refers to a set of techniques that an artist can use to improve such simulations that are difficult to set up, including manually overriding or injecting velocities into the system; applying external force fields; and creating artificial collision objects, sources, and sinks. Creating artificial collision objects, sources, and sinks in particular may give an organic an

Claims

1. A computer-implemented method for simulating a three-dimensional (3D) virtual environment, comprising: receiving a shape of an object, a shape velocity specifying a motion and a change in shape of the object, and a material velocity specifying a motion of a material at a boundary of the object; determining regions of the boundary of the object which act as sources, sinks, and regular collision objects based on differences between normal components of the shape velocity and the material velocity at the regions of the boundary of the object; and performing a simulation which enforces the sources, sinks, and regular collision objects at the determined regions. 10. A non-transitory computer-readable storage medium storing a program, which, when executed by a processor performs operations for simulating a three-dimensional (3D) virtual environment, the operations comprising: receiving a shape of an object, a shape velocity specifying a motion and a change in shape of the object, and a material velocity specifying a motion of a material at a boundary of the object; determining regions of the boundary of the object which act as sources, sinks, and regular collision objects based on differences between normal components of the shape velocity and the material velocity at the regions of the boundary of the object; and performing a simulation which enforces the sources, sinks, and regular collision objects at the determined regions. 19. A system, comprising: a processor; and a memory, wherein the memory includes a program configured to perform operations for simulating a three-dimensional (3D) virtual environment, the operations comprising: receiving a shape of an object, a shape velocity specifying a motion and a change in shape of the object, and a material velocity specifying a motion of a material at a boundary of the object, determining regions of the boundary of the object which act as sources, sinks, and regular collision objects based on differences between normal components of the shape velocity and the material velocity at the regions of the boundary of the object, and performing a simulation which enforces the sources, sinks, and regular collision objects at the determined regions.