[comp.ai.digest] Seminar - Physically Based Modeling

Anurag.Acharya@CENTRO.SOAR.CS.CMU.EDU (02/29/88)

	TOPIC:    Physically Based Modeling For Vision And Animation

	SPEAKER:  Andy Witkin, Purdue University

	WHEN:     Thursday, March 3, 1988, 3:30-4:30 p.m.

	WHERE:    Wean Hall 5409

			    ABSTRACT

Our approach to modeling for vision and graphics uses the machinery of
physics.  We will describe two current foci of our research:

To create models of real-world objects we use simulated materials that
move and deform in response to applied forces.  Constraints are imposed
on these active models by applying forces that coerce them into states
that satsify the constraints.  In visual analysis, the constraint forces
are derived from images.  Additionally, the user may apply forces
interactively, guiding the models towards the desired solution.
Examples of the approach include simulated pieces of springy wire
attracted to edges, and symmetry-seeking elastic bodies used to recover
three-dimension shapes from 2-D views.

To animate active character models we use a new method called
``spacetime constraints.''  The animator specifies what the character
has to do, for instance, ``jump from here to there, clearing a hurdle in
between;'' how the motion should be performed, for instance ``don't
waste energy,'' or ``come down hard enough to splatter whatever you land
on;'' the character's physical structure---the geometry, mass,
connectivity, etc.  of the parts; and the physical resources available
to the character to accomplish the motion, for instance the character's
muscles, a floor to push off from, etc.  The requirements contained in
this description, together with Newton's laws, comprise a problem of
constrained optimization.  The solution to this problem is a physically
valid motion satisfying the ``what'' constraints and optimizing the
``how'' criteria.  We will present animation of a Luxo lamp performing a
variety of coordinated motions.  These realistic motions conform to such
principles of traditional animation as anticipation, squash-and-stretch,
follow-through, and timing.

We will conclude with a videotape presenting an overview of our recent
vision and animation work.

-----------------------------------------------------------------------