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View-Dependent Articulated Body Simulation with Adaptive Forward Dynamics

As virtual worlds become larger in size and individual objects get more complicated, various approximation techniques have been developed to render and simulate them. In the literature on rendering, especially visibility culling and view-dependent multi-resolution techniques have been well studied and shown great enhancement on rendering performance. However, applying these view-dependent simplification techniques to dynamics of objects in virtual worlds is much more challenging since their dynamics must be updated continuously regardless of whether or not they are out of the view or how far each of them is from the view. In order to address this problem, we propose the view-dependent simplification techniques for articulated body simulation using the adaptive forward dynamics scheme [7]. Our scheme saves computation time by not only rigidifying each object’s links which are out of the view or occluded by obstacles but also reducing the number of joints simulated depending on how small each object seems on the screen. In this paper we also present a scheme to generate globally natural dynamic scene by minimizing the global error metric value which is the sum of motion error values of all the articulated objects simulated in the virtual world. This scheme efficiently distributes the computation resource to each articulated object. With these simplification and global resource distribution schemes the articulated body simulation can be appropriately simplified to save computation time and can generate the scene which has the minimum motion error metric value.