Efficient Penetration Depth Approximation using Active Learning

Jia Pan, Xinyu Zhang, Dinesh Manocha

We present a new method for efficiently computing the global penetration depth between two rigid objects using machine learning techniques. Our approach consists of two phases: offline learning and performing run-time queries. In the learning phase, we pre-compute an approximation of the contact space of a pair of intersecting objects from a set of samples in the configuration space. We use active and incremental learning algorithms to accelerate the pre-computation and improve the accuracy. During the run-time phase, our algorithm performs a nearest-neighbor query based on translational or rotational distance metrics. The run-time query has a small overhead and computes an approximation to global penetration depth in a few milliseconds. We use our algorithm for collision response computations in Box2D and Bullet game physics engines and observe more than an order of magnitude improvement over prior PD computation techniques.

Efficient Penetration Depth Approximation using Active Learning

A Material Point Method for Snow Simulation

Alexey Stomakhin, Craig Schroeder, Lawrence Chai, Joseph Teran, Andrew Selle

Snow is a challenging natural phenomenon to visually simulate. While the graphics community has previously considered accumulation and rendering of snow, animation of snow dynamics has not been fully addressed. Additionally, existing techniques for solids and fluids have difficulty producing convincing snow results. Specifically, wet or dense snow that has both solid- and fluid-like properties is difficult to handle. Consequently, this paper presents a novel snow simulation method utilizing a usercontrollable elasto-plastic constitutive model integrated with a hybrid Eulerian/Lagrangian Material Point Method. The method is continuum based and its hybrid nature allows us to use a regular Cartesian grid to automate treatment of self-collision and fracture. It also naturally allows us to derive a grid-based semi-implicit integration scheme that has conditioning independent of the number of Lagrangian particles. We demonstrate the power of our method with a variety of snow phenomena including complex character interactions.

A Material Point Method for Snow Simulation

Course: Turbulent Fluids

Tobias Pfaff, Nils Thuerey, Theodore Kim

Over the last decade, the special effects industry has embraced physics simulations as a highly useful tool for creating realistic scenes ranging from a small camp fire to the large scale destruction of whole cities. While fluid simulations are now widely used in the industry, it remains inherently difficult to control large scale simulations, and there is an constant struggle for increasing visual detail.

In this course, we will tackle these problems using turbulence methods. Turbulent detail is what makes typical fluid simulations look impressive, and the underlying physics motivate a powerful approach for control: they allow for an elegant split of large scale motion and small scale turbulent detail. This results in a two-stage work flow that is highly convenient for artists: first, a rough, and fast initial simulation is performed, which is then turned into a more detailed one by adding turbulent effects.

This course aims at giving an overview and providing practical guide to employing turbulence modeling techniques for fluid simulations in computer graphics. After reviewing the basics of fluid solvers, and the popular wavelet turbulence approach, we will present several powerful methods to capture advanced effects such as boundary layers, and turbulence with directional preferences. In addition, the difficulties of liquid simulations will be explained, and an approach for liquid turbulence that is based on wave dynamics will be presented.

Turbulent Fluids

SIGGRAPH Asia 2013

Ke-Sen’s full list here. Without further ado: