Simulation Levels of Detail
Comp290 - 5/11/00
Susan Fisher

INTRODUCTION

Since the late 1970’s, a number of film and animation productions have achieved a new level of realism by using physically based modeling and simulation for secondary motions and special effects.  Examples include explosions in The Wrath of Khan and the movement of water and generation of smoke in Titanic.  The subtle effect of the motion of the waves in Titanic would be difficult to generate using traditional keyframed animation.  Despite the realism simulation can lend to a scene, animators are often hesitant to use simulation methods for more complex scenarios due to the painstakingly long rendering time of each frame.  A single sequence may take hours to generate, making it virtually impossible to tweak a scene to an animator’s idea of perfection.

This lengthy rendering time also prevents the use of simulation in real-time scenarios, such as in virtual environments.  The subtle effects of secondary motions, whether it be movement of clothing, smoke streams, or the gentle shaking of leaves as the wind blows through the trees, can bring an animated scene or virtual environment to life.

A great deal of work has been performed in improving rendering times of large scale models through the generation of levels of detail.  We look to extend this concept to the field of physically based simulation.
 

PROBLEM DEFINITION – GOALS

The main goals of this project were to

1. create a framework for switching between levels of detail in physically-based simulations
2. automatically construct, and smoothly blend between the different LOD’s
 

ACCOMPLISHMENTS


STILL ON THE TO-DO LIST

LET ME SEE, LET ME SEE!!

The following files are quicktime movie files to show an example of what the system can currently do.

Movie One
Movie Two
Movie Three