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Many-Worlds Browsing for Control of Multibody Dynamics

机译:多世界浏览控制多体动力学

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Animation techniques for controlling passive simulation are commonly based on an optimization paradigm: the user provides goals a priori, and sophisticated numerical methods minimize a cost function that represents these goals. Unfortunately, for multibody systems with discontinuous contact events these optimization problems can be highly nontrivial to solve, and many-hour offline optimizations, unintuitive parameters, and convergence failures can frustrate end-users and limit usage. On the other hand, users are quite adaptable, and systems which provide interactive feedback via an intuitive interface can leverage the user's own abilities to quickly produce interesting animations. However, the online computation necessary for interactivity limits scene complexity in practice.rnWe introduce Many-Worlds Browsing, a method which circumvents these limits by exploiting the speed of multibody simulators to compute numerous example simulations in parallel (offline and online), and allow the user to browse and modify them interactively. We demonstrate intuitive interfaces through which the user can select among the examples and interactively adjust those parts of the scene that do not match his requirements. We show that using a combination of our techniques, unusual and interesting results can be generated for moderately sized scenes with under an hour of user time. Scalability is demonstrated by sampling much larger scenes using modest offline computations.
机译:用于控制被动仿真的动画技术通常基于优化范例:用户先验地提供目标,而复杂的数值方法则最小化了代表这些目标的成本函数。不幸的是,对于具有不连续接触事件的多体系统,这些优化问题很难解决,而且许多小时的离线优化,不直观的参数以及收敛失败会使最终用户感到沮丧,并限制了使用。另一方面,用户适应能力强,通过直观界面提供交互式反馈的系统可以利用用户自身的能力快速制作有趣的动画。但是,交互性所需的在线计算实际上限制了场景的复杂性。我们引入了“多世界浏览”,该方法通过利用多体仿真器的速度并行(离线和在线)计算大量示例仿真来规避这些限制,并允许用户以交互方式浏览和修改它们。我们演示了直观的界面,用户可以通过这些界面在示例中进行选择,并以交互方式调整不符合其要求的场景部分。我们证明,结合我们的技术,可以用不到一个小时的时间为中等大小的场景生成不寻常且有趣的结果。通过使用适度的脱机计算对更大的场景进行采样来证明可伸缩性。

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