Bounce Maps: An Improved Restitution Model for Real-Time Rigid-Body Impact

Jui-Hsien Wang, Rajsekhar Setaluri, Dinesh K Pai, Doug L James We present a novel method to enrich standard rigid-body impact models with a spatially varying coefficient of restitution map, or Bounce Map. Even state-of-the art methods in computer graphics assume that for a single rigid body, post- and pre-impact dynamics are related with a single […]

Efficient and Reliable Self-Collision Culling using Unprojected Normal Cones

Tongtong Wang, Zhihua Liu, Min Tang, Roufeng Tong, and Dinesh Manocha We present an efficient and accurate algorithm for self-collision detection in deformable models. Our approach can perform discrete and continuous collision queries on triangulated meshes. We present a simple and linear time algorithm to perform the normal cone test using the unprojected 3D vertices, […]

Accurate Contact Modeling for Multi-rate Single-point Haptic Rendering of Static and Deformable Environments

Thomas Knott, Torsten Kuhlen Common approaches for the haptic rendering of complex scenarios employ multi-rate simulation schemes. Here, the collision queries or the simulation of a complex deformable object are often performed asynchronously on a lower frequency, while some kind of intermediate contact representation is used to simulate interactions on the haptic rate. However, this can […]

SMASH: Physics-guided Reconstruction of Collisions from Videos

Aron Monszpart, Nils Thuerey, Niloy J. Mitra Collision sequences are commonly used in games and entertainment to add drama and excitement. Authoring even two body collisions in the real world can be difficult, as one has to get timing and the object trajectories to be correctly synchronized. After tedious trial-and-error iterations, when objects can actually be made […]

Eulerian Solid-Fluid Coupling

Yun Teng, David I.W. Levin, Theodore Kim We present a new method that achieves a two-way coupling between deformable solids and an incompressible fluid where the underlying geometric representation is entirely Eulerian. Using the recently developed Eulerian Solids approach [Levin et al. 2011], we are able to simulate multiple solids undergoing complex, frictional contact while […]

Simulating Visual Geometry

Matthias Müller, Nuttapong Chentanez, Miles Macklin In computer graphics, simulated objects typically have two or three different representations, a visual mesh, a simulation mesh and a collection of convex shapes for collision handling. Using multiple representations requires skilled authoring and complicates object handing at run time. It can also produce visual artifacts such as a […]

Hierarchical hp-Adaptive Signed Distance Fields

Dan Koschier, Crispin Deul, Jan Bender In this paper we propose a novel method to construct hierarchical $hp$-adaptive Signed Distance Fields (SDFs). We discretize the signed distance function of an input mesh using piecewise polynomials on an axis-aligned hexahedral grid. Besides spatial refinement based on octree subdivision to refine the cell size (h), we hierarchically increase […]

A Semi-Implicit Material Point Method for the Continuum Simulation of Granular Materials

Gilles Daviet, Florence Bertails-Descoubes We present a new continuum-based method for the realistic simulation of large-scale free-flowing granular materials. We derive a compact model for the rheology of the material, which accounts for the exact nonsmooth Drucker-Prager yield criterion combined with a varying volume fraction. Thanks to a semi-implicit timestepping scheme and a careful spatial […]

Smoothed Aggregation Multigrid for Cloth Simulation

Rasmus Tamstorf, Toby Jones, Stephen F. McCormick Existing multigrid methods for cloth simulation are based on geometric multigrid. While good results have been reported, geometric methods are problematic for unstructured grids, widely varying material properties, and varying anisotropies, and they often have difficulty handling constraints arising from collisions. This paper applies the algebraic multigrid method […]

Non-manifold Level Sets: A multivalued implicit surface representation with applications to self-collision processing

Nathan Mitchell, Mridul Aanjaneya, Rajsekhar Setaluri, Eftychios Sifakis Level sets have been established as highly versatile implicit surface representations, with widespread use in graphics applications including modeling and dynamic simulation. Nevertheless, level sets are often presumed to be limited, compared to explicit meshes, in their ability to represent domains with thin topological features (e.g. narrow […]