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Real Time Simulation of Game Character Clothing Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013

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Page 1: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Real Time Simulation of Game Character Clothing

Thesis Presentation

Master of Science, Computer Animation and Visual Effects

ANITHA RAJAGOPALAN

August 19, 2013

Page 2: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Motivation:

Real time cloth simulation solutions for games provided by middleware such as

PhysX cloth by NVIDIA, Havok Cloth from Havok, Shrouds from Cloak works.

Two components:

1. Run-time – Provide data for rendering cloth, cloth Simulation in actual

game environment, asset deserialization and LOD system

2. Cloth authoring – specify cloth behaviour, parameters, free motion

restrictions on cloth using Plug-ins for 3DS Max and Maya and clothing tool

application.

Page 3: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

PhysX Clothing: Pipeline

\

Into the game

Cloth Authoring: Plug-in for 3DSMax

Assets imported into UDK (Unreal)

Cloth Authoring: Rendered and

tested in 3DS Max

Packaged

into a game

Game assets

Preview

within Max

Page 4: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Project Pipeline

Maya Cloth Authoring –

Maya Python Commands

Real time simulation of cloth in

standalone application – C++ &

OpenGl

Make

Cloth

Generate Collision

Capsules

Make Attachment

points

Export Settings

ASSIMP Importer

Real Time Simulation ( PBD)+

Collisions + Rendering(glsl

Shaders)

Page 5: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Standalone Application:

PBD Cloth Solver:

Based on the “Position Based Dynamics”, 2007.

Ideal for real-time game simulations – Used in ApeX Clothing middleware

Modifies the positions directly rather than deriving them from forces and

velocities during the simulation

Concept: Calculates an estimated position first and projects it to correct position

based on the input constraints.

Cloth model: Stretching and Bending – “A Triangle bending constraint model for

position based dynamics”, 2010.

Page 6: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Collisions

Collisions are created as constraints in PBD

These are dynamic constraints that change in every time step unlike the stretch

and bending constraints.

Three main collisions:

o Plane collision – collision with floor to keep the cloth from falling infinitely.

o Capsule collision – collision volume used in games, the game character will

be made of capsule collision volumes.

o Self - collision – point triangle collision. Spatial Partitioning required.

Page 7: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Spatial Partitioning:

Spatial Hashing is used – “Optimized Spatial Hashing for Collision Detection of

Deformable Objects”,2003.

Required for optimizing self - collision checks.

Hash table update optimization – based on time stamp

Page 8: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Maya Cloth Authoring

Generate Capsules

Make Cloth

Make Attachment Points

Attach to Capsule

CAPS_DATA COUNT 0 CAPSULE 0

NAME joint1_ClColliCyl RADIUS 1.0 TOTAL_FRAMES 1 FRAME 0

POS_A 1.0 1.0 1.0 POS_B 1.0 1.0 1.0

FRAME 1 POS_A 1.0 1.0 1.0 POS_B 1.0 1.0 1.0 . .

CLOTH_MESH COUNT 0 MESH 0

NAME solid1_MyPBDCloth IS_ATTACHED 1 POS 0 1.0 1.0 1.0 CAPSULE 7 POS 1 1.0 1.0 1.0

Page 9: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Managing the FPS

Crucial for the project as 3 types of frame rates are dealt with during the

simulation

o Render FPS of the system Hardware running the sim

o Simulation FPS

o Animation FPS

Simulation should run at same FPS irrespective of variations in above three FPS

Fixing the time step of simulation – set to worst frame time of the simulation

Simulation FPS should be higher that Animation FPS for good cloth response

Page 10: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Application User Interface

Havok Cloth asset viewer

Application User Interface developed

Page 11: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Application User Interface

Page 12: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Application User Interface

Page 13: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Final Results

Performance dependent on number of particles, number of constraints, self-

collision ON or OFF

Count Self-collision Frame Rate Image

Particles: 2750 Constraints: 17446

YES Sim: 12 fps (Anim: nil)

Particles: 1148 Constraints: 6956

YES Sim: 29 fps (Anim: 48 fps)

Page 14: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Particles: 1218 Constraints: 7629

NO Sim: >30 fps (Anim: 6 fps – 24 fps of this anim has fast movements)

Particles: 1246 Constraints: 7809

YES Sim: 30 fps (Anim: 24 fps)

Page 15: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Future Work

Maya Authoring – complete plugin rather than a Maya command tool-set as

developed by ApeX cloth

Improve efficiency of PBD solver using Hierarchical PBD

Handle stretchy cloth- “LRA method”, 2012

Textures to cloth

Multi-threaded architecture

Extend to other PBD simulations

Page 16: Real Time Simulation of Game Character Clothing€¦ · Thesis Presentation Master of Science, Computer Animation and Visual Effects ANITHA RAJAGOPALAN August 19, 2013 . Motivation:

Thank You!!

Questions??