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Multiresolution Green’s function methods for interactive simulation of large-scale elastostatic objects and other physical systems in equilibrium James, Douglas Leonard
Abstract
This thesis presents a framework for low-latency interactive simulation of linear elastostatic models and other systems associated with linear elliptic partial differention equations. This approach makes it feasible to interactively simulate large-scale physical models. Linearity is exploited by formulating the boundary value problem (BVP) solution in terms of Green's functions (GFs) which may be precomputed to provide speed and cheap lookup operations. Runtime BVPs are solved using a collection of Capacitance Matrix Algorithms (CMAs) based on the Sherman-Morrison-Woodbury formula. Temporal coherence is exploited by caching and reusing, as well as sequentially updating, previous capacitance matrix inverses. Multiresolution enhancements make it practical to simulate and store very large models. Efficient compressed representations of precomputed GFs are obtained using second-generation wavelets defined on surfaces. Fast inverse wavelet transforms allow fast summation methods to be used to accelerate runtime BVP solution. Wavelet GF compression factors are directly related to interactive simulation speedup, and examples are provided with hundredfold improvements at modest error levels. Furthermore, hierarchical constraints are defined using hierarchical basis functions, and related hierarchical GFs are then used to construct an hierarchical CMA. This direct solution approach is suitable for hard real time simulation since it provides a mechanism for gracefully degrading to coarser resolution approximations, and the wavelet representations allow for runtime adaptive multiresolution rendering. These GF CMAs are well-suited to interactive haptic applications since GFs allow random access to solution components and the capacitance matrix is the contact compliance used for high-fidelity force feedback rendering. Examples are provided for distributed and point-like interactions. Precomputed multizone kinematic GF models are also considered, with examples provided for character animation in computer graphics. Finally, we briefly discuss the generation of multiresolution GF models using either numerical precomputation methods or reality-based robotic measurement.
Item Metadata
Title |
Multiresolution Green’s function methods for interactive simulation of large-scale elastostatic objects and other physical systems in equilibrium
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Creator | |
Publisher |
University of British Columbia
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Date Issued |
2001
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Description |
This thesis presents a framework for low-latency interactive simulation of linear
elastostatic models and other systems associated with linear elliptic partial differention
equations. This approach makes it feasible to interactively simulate large-scale physical
models.
Linearity is exploited by formulating the boundary value problem (BVP) solution
in terms of Green's functions (GFs) which may be precomputed to provide speed and cheap
lookup operations. Runtime BVPs are solved using a collection of Capacitance Matrix
Algorithms (CMAs) based on the Sherman-Morrison-Woodbury formula. Temporal coherence
is exploited by caching and reusing, as well as sequentially updating, previous
capacitance matrix inverses.
Multiresolution enhancements make it practical to simulate and store very large
models. Efficient compressed representations of precomputed GFs are obtained using second-generation
wavelets defined on surfaces. Fast inverse wavelet transforms allow fast summation
methods to be used to accelerate runtime BVP solution. Wavelet GF compression factors
are directly related to interactive simulation speedup, and examples are provided with
hundredfold improvements at modest error levels. Furthermore, hierarchical constraints are
defined using hierarchical basis functions, and related hierarchical GFs are then used to
construct an hierarchical CMA. This direct solution approach is suitable for hard real time
simulation since it provides a mechanism for gracefully degrading to coarser resolution approximations,
and the wavelet representations allow for runtime adaptive multiresolution
rendering.
These GF CMAs are well-suited to interactive haptic applications since GFs allow
random access to solution components and the capacitance matrix is the contact compliance
used for high-fidelity force feedback rendering. Examples are provided for distributed and
point-like interactions.
Precomputed multizone kinematic GF models are also considered, with examples
provided for character animation in computer graphics.
Finally, we briefly discuss the generation of multiresolution GF models using either
numerical precomputation methods or reality-based robotic measurement.
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Extent |
7681252 bytes
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Genre | |
Type | |
File Format |
application/pdf
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Language |
eng
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Date Available |
2009-11-03
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Provider |
Vancouver : University of British Columbia Library
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Rights |
For non-commercial purposes only, such as research, private study and education. Additional conditions apply, see Terms of Use https://open.library.ubc.ca/terms_of_use.
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DOI |
10.14288/1.0080012
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URI | |
Degree | |
Program | |
Affiliation | |
Degree Grantor |
University of British Columbia
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Graduation Date |
2001-11
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Campus | |
Scholarly Level |
Graduate
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Aggregated Source Repository |
DSpace
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Item Media
Item Citations and Data
Rights
For non-commercial purposes only, such as research, private study and education. Additional conditions apply, see Terms of Use https://open.library.ubc.ca/terms_of_use.