Implicit Multibody Penalty-based Distributed Contact

Hongyi Xu, Yili Zhao, and Jernej Barbic

The penalty method is a simple and popular approach to resolving contact in computer graphics and robotics. Penalty-based contact, however, suffers from stability problems due to the highly variable and unpredictable net stiffness, and this is particularly pronounced in simulations with time-varying distributed geometrically complex contact. We employ semi-implicit integration, exact analytical contact gradients, symbolic Gaussian elimination and a SVD solver to simulate stable penalty-based frictional contact with large, time-varying contact
areas, involving many rigid objects and articulated rigid objects in complex conforming contact and self-contact. We also derive implicit proportional-derivative control forces for real-time control of articulated structures with loops. We present challenging contact scenarios such as screwing a hexbolt into a hole, bowls stacked in perfectly conforming configurations, and manipulating many objects using actively controlled articulated mechanisms in real time.

Implicit Multibody Penalty-based Distributed Contact

Efficient Enforcement of Hard Articulation Constraints in the Presence of Closed Loops and Contacts

Robin Tomcin, Dominik Sibbing, Leif Kobbelt

In rigid body simulation, one must distinguish between contacts (so-called unilateral constraints) and articulations (bilateral constraints). For contacts and friction, iterative solution methods have proven most useful for interactive applications, often in combination with Shock-Propagation in cases with strong interactions between contacts (such as stacks), prioritizing performance and plausibility over accuracy. For articulation constraints, direct solution methods are preferred, because one can rely on a factorization with linear time complexity for tree-like systems, even in ill-conditioned cases caused by large mass-ratios or high complexity. Despite recent advances, combining the advantages of direct and iterative solution methods wrt. performance has proven difficult and the intricacy of articulations in interactive applications is often limited by the convergence speed of the iterative solution method in the presence of closed kinematic loops (i.e. auxiliary constraints) and contacts. We identify common performance bottlenecks in the dynamic simulation of unilateral and bilateral constraints and are able to present a simulation method, that scales well in the number of constraints even in ill-conditioned cases with frictional contacts, collisions and closed loops in the kinematic graph. For cases where many joints are connected to a single body, we propose a technique to increase the sparsity of the positive definite linear system. A solution to these bottlenecks is presented in this paper to make the simulation of a wider range of mechanisms possible in real-time without extensive parameter tuning.

Efficient Enforcement of Hard Articulation Constraints in the Presence of Closed Loops and Contacts

SPH Fluids in Computer Graphics

Markus Ihmsen, Jens Orthmann, Barbara Solenthaler, Andreas Kolb, and Matthias Teschner

Smoothed Particle Hydrodynamics (SPH) has been established as one of the major concepts for fluid animation in computer graphics. While SPH initially gained popularity for interactive free-surface scenarios, it has emerged to be a fully fledged technique for state-of-the-art fluid animation with versatile effects. Nowadays, complex scenes with millions of sampling points, one- and two-way coupled rigid and elastic solids, multiple phases and additional features such as foam or air bubbles can be computed at reasonable expense. This state-of-the-art report summarizes SPH research within the graphics community.

SPH Fluids in Computer Graphics

Deformation Embedding for Point-Based Elastoplastic Simulation

B. Jones, S. Ward, A. Jallepalli, J. Perenia, and A. W. Bargteil

We present a straightforward, easy-to-implement, point-based approach for animating elastoplastic materials. The core idea of our approach is the introduction of embedded space, the least-squares best fit of the material’s rest state into three dimensions. Nearest neighbor queries in the embedded space efficiently update particle neighborhoods to account for plastic flow. These queries are simpler and more efficient than remeshing strategies employed in mesh-based finite element methods. We also introduce a new estimate for the volume of a particle, allowing particle masses to vary spatially and temporally with fixed density. Our approach can handle simultaneous extreme elastic and plastic deformations. We demonstrate our approach on a variety of examples that exhibit a wide range of material behaviors.

Deformation Embedding for Point-Based Elastoplastic Simulation