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View-Dependent Culling of Dynamic Systems in Virtual Environments Stephen Chenney David Forsyth* University of California at Berkeley Abstract ine the implications of culling dynamic systems, and present examples to demonstrate possible modeling techniques. Scalable rendering of virtual environments requires culling objects that have no etTect on the view. This paper ex- 2 Culling Dynamics plores culling moving objects by not solving the equations of motion of objects that don’t tiect the view. While this Culling dynamics that have no visible impact offers to approach could be scalable for many kinds of environments, achieve scalability in virtual worlds, but results in two sig- it raises two problems: consistency - ensuring that objects nificant problems. that come back into view do so in the right state - and com- ● Consistency: if the view turns away from a system pleteness - ensuring that objects that would have entered of moving objects whose dynamics are then culled, in the view volume as a result of their motions, do so. what state should those objects be when the view turns Solutions to these problems lie in studying the statistics back? In particular, in an ideal system, an observer of the motion of objects. We show strategies for address- should not be able to obtain contradictions by looking ing the problem of consistency, with a number of examples away from an object, and then back at it. that illustrate both the difficulties involved in, and the po- ● tential gains to be obtained by, formulating a comprehensive Comdeteness: obiects that are out of the view vol- approach. ume often travel int~ it of their own accord - for exam- ple, consider a view into a room full of balls bouncing CR Descriptors: 1.3.7 [Computer Graphics]: Three- off walls. If the dynamics of a ball are culled as soon Dimensional Graphi@ and Realism - Virtual reality 1.6.5 as it leaves the view volume, a fixed view could contain [Simulation and Modeling]: Model Development - Mod- a steaddy decreasing number of balls. While this could eling methodologies 1.6.8 [Simulation and Modeling]: be perfectly consistent with evidence available to the Types of Simulation - Animation viewer (there could be something out of view catching the balls), it is a poor model. Avoiding this difficulty Introduction requires some way of telling where an object might be, 1 without necessarily solving its equations of motion. Dynamic systems are an important component of virtual en- A natural approach to the consistency problem involves tag- vironments. However, traditional dynamic systems require ging an object with the time it was last seen and its state at constant computation to keep their state up to date. As vir- that time when it leaves the view volume, and then advanc- tual worlds become larger in size, we expect the number of ing its state (by solving the equations of motion with as large systems with visible impact to grow at a slower pace, and a time-step as possible) when the view volume moves back less of the total dynamic state to be relevant for rendering over the object. This is a poor solution for two reasone: it a given view. To achieve maximum scalability, the cost of leads to sharp collapses in the frame rate as the view sweeps computing dynamics should depend only on what is relevant over a complex object which has been out of view for a while, to the view, not on the total size of the world. aud it offers no leverage on the completeness problem. Level of detail [8] and visibility culling [2, 7] achieve scal- In our view, a better approach involves a study of the abilityy for static worlds by rendering only what is relevant. qualitative properties of dynamic systems. A viewer will While Hodgins and Carlson[5] reduce the cost of dynamic detect an inconsistency if their qualitative prediction of eye- simulation by using level of detad for hopping robots play- tem behavior is violated, so it is at thk level that dynamic ing a chase-and-capture game, their approach requires dis- state must be consistent. Underlying our methods should tinct, hand generated models for the robot dynamics. Setae be a model of human perception of dynamics that indicates et. al. [9] present a range of models for trees moving in the which properties must be maintained, allowing us to avoid wind, each corresponding to a different quality and cost of computing expensive, irrelevant properties. simulation, but there is no discussion of how dynamic state A key property in designing a model for culling is the sen- is maintained when trees are culled. In this paper we exam- sitivity of the system to initial conditions. A viewer has a snapshot of the approximate initial conditions when a sys- ● [schenneyldaf]Qcs.berkeley.edu tem leaves the view, and it is the predictions they may make based on those conditions that determines how a new state Permission to make digitalhrd copies of all or part oftbis material for is generated when the system re-enters the view. We char- personal Orckxroom use is granted without fee provided that tie copies acterize the intluence of initial conditions in three ways, and sre not made or distributed for profit or commercial advantage, tbe copy- associate diEerent strategies with each. right notice, tbe title oftbe publication and its date ~ppe.u,and notice is ● Strong influence allows accurate predictions to be giversthat copyright is by permission of tbe ACM, Inc. To copy otherwise, made, leaving no choice but to integrate the system to republish, to post on servers or to redistribute to lists, requires specific permission and/or f~. as if it were in view. However, this may introduce lag. 1997 Symposium on Interactive 3D C@sbics, Providence RI [JSA As a paztial solution to this problem we attempt to Copy-igbt 1997 ACM0-89791-884-3197104..$3.50 buHer state ahead of time, aiming to have state ready when the system re-enters the view. This does not save 55 work, but does spread the lag time over many preceding frames. ‘t ● Medium influence allows a viewer to make some qual- itative predictions. There appears to be no completely general modeling strategy for this case. Instead we ex- pect to find a set of techniques, each of which works for a class of dynamics, and apply those which best match the properties of a given system. One applicable tech- nique is classical perturbation theory, as described in [1], which models how systems behave over time when subjected to small perturbations in control. ● Weak influence makes it difficult for a viewer to make any prediction about state baaed on their knowledge -4 I I of initial conditions. However, predictions can still be o 5 10152025303540 4550 made baaed on knowledge of the general behavior of CycleNumber the system - for example, energy or angular momentum might be conserved. To generate a new state in this Figure 1: A trace of the difference in # for two cars started scenario we encode the general behavior of the system with similar initial wnditions. The value of the difference is using statistical or other means, then choose a new state noise-like after a small number of cycles, meaning that the consistent with our model. relationship between the 2 cars becomes dificult to predict after only a few cycles. In turn, this means the system’s We refer to this intluence of initial conditions as conditioning. dynamics can be culled quite easily, because a viewer is un- A key parameter in defining culling strategies is the time likely to be able to make sufficiently accurate predictions to that must elapse before strong conditioning is replaced by notice an error, if invariant properties of the motion can be medium and then weak. In the following sections we discuss preserved. some possible approaches to determining these time intervals such that the important qualitative measures of a system remain consistent. systems of thk form possess one or more attractors, to which We have implemented a virtual fun park environment in the state of the system will move regardless of initial condi- which to experiment with these ideaa. The core system loops tions. A an attractor in state space offers a useful model of testing visibility and then updating the dynamics and ren- the general behavior of the system – regardless of how the dering the geometry for visible objects only. The dynamic models are all designed such that they may be called at ar- system has evolved, it will lie on an attractor. bitrary time intervals as they move into and out of view. The run phase of the Tilt-A-Whirl, when ~ = 6.5rpm, Here we examine two systems designed for use within this exhibits chaotic steady state dynamics, which are described environment – the Tilt-A-Whirl and a bumper car ride. in detail in [6]. Figure 1 compares the motion of 2 cars that begin with similar initial condkions corresponding to 3 The Tilt-A-Whirl a difference of 10° and 10° /s for # and & The sequence indicates that after the cars have passed over 3 hills (which The Tilt-A-Whirl is an amusement park ride in which pas- takes around 9s of virtuaf time), there is a wide variation in sengers sit in one of seven cars that are driven in unison which car follows which, and by how much. around a holly circular track. Each car is free to rotate about The Tilt-a-Whirl’s attractor is an invariant property of the center of a circular platform which tilts such that it re- the motion – any Tilt-a-Whirl that has been running for mains tangential to the surface aa it moves around the track.
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