Fully Momentum-Conserving Reduced Deformable Bodies with Collision, Contact, Articulation, and Skinning

Rahul Sheth, Wenlong Lu, Yue Yu, Ronald Fedkiw

We propose a novel framework for simulating reduced deformable bodies that fully accounts for linear and angular momentum conservation even in the presence of collision, contact, articulation, and other desirable effects. This was motivated by the observation that the mere excitation of a single mode in a reduced degree of freedom model can adversely change the linear and angular momentum. Although unexpected changes in linear momentum can be avoided during basis construction, adverse changes in angular momentum appear unavoidable, and thus we propose a robust framework that includes the ability to compensate for them. Enabled by this ability to fully account for linear and angular momentum, we introduce an impulse-based formulation that allows us to precisely control the velocity of any node in spite of the fact that we only have access to a lower-dimensional set of degrees of freedom. This allows us to model collision, contact, and articulation in a robust and high visual fidelity manner, especially when compared to penalty-based forces that merely aim to coerce local velocities. In addition, we propose a new “deformable bones” framework wherein we leverage standard skinning technology for “bones,” “bone” placement, blending operations, etc. even though each of our “deformable bones” is a fully simulated reduced deformable model.

Fully Momentum-Conserving Reduced Deformable Bodies with Collision, Contact, Articulation, and Skinning

A New Sharp-Crease Bending Element for Folding and Wrinkling Surfaces and Volumes

Saket Patkar, Ning Jin, Ronald Fedkiw

We present a novel sharp-crease bending element for the folding and wrinkling of surfaces and volumes. Based on a control curve specified by an artist or derived from internal stresses of a simulation, we create a piecewise linear curve at the resolution of the computational mesh. Then, the key idea is to cut the object along the curve using the virtual node algorithm creating new degrees of freedom, while subsequently reattaching the resulting pieces eliminating the translational degrees of freedom so that adjacent pieces may only rotate or bend about the cut. Motivated by an articulated rigid body framework, we utilize the concepts of pre-stabilization and post-stabilization in order to enforce these reattachment constraints. Our cuts can be made either razor sharp or relatively smooth via the use of bending springs. Notably, our sharp-crease bending elements can not only be used to create pleats in cloth or folds in paper but also to create similar buckling in volumetric objects. We illustrate this with examples of forehead wrinkles and nasolabial folds for facial animation. Moreover, our sharp-crease bending elements require minimal extra simulation time as compared to the underlying mesh, and tend to reduce simulation times by an order of magnitude when compared to the alternative of mesh refinement.

A New Sharp-Crease Bending Element for Folding and Wrinkling Surfaces and Volumes

A Perceptual Control Space for Garment Simulation

Leonid Sigal, Moshe Mahler, Spencer Diaz, Kyna McIntosh, Elizabeth Carter, Timothy Richards, Jessica Hodgins

We present a perceptual control space for simulation of cloth that works with any physical simulator, treating it as a black box. The perceptual control space provides intuitive, art-directable control over the simulation behavior based on a learned mapping from common descriptors for cloth (e.g., flowiness, softness) to the parameters of the simulation. To learn the mapping, we perform a series of perceptual experiments in which the simulation parameters are varied and participants assess the values of the common terms of the cloth on a scale. A multi-dimensional sub-space regression is performed on the results to build a perceptual generative model over the simulator parameters. We evaluate the perceptual control space by demonstrating that the generative model does in fact create simulated clothing that is rated by participants as having the expected properties. We also show that this perceptual control space generalizes to garments and motions not in the original experiments.

A Perceptual Control Space for Garment Simulation

Data-Driven Finite Elements for Geometry and Material Design

Desai Chen, David I.W. Levin, Shinjiro Sueda, Wojciech Matusik

Crafting the behavior of a deformable object is difficult—whether it is a biomechanically accurate character model or a new multimaterial 3D printable design. Getting it right requires constant iteration, performed either manually or driven by an automated system. Unfortunately, previous algorithms for accelerating three-dimensional finite element analysis of elastic objects suffer from expensive precomputation stages that rely on a priori knowledge of the object’s geometry and material composition. In this paper we introduce Data-Driven Finite Elements as a solution to this problem. Given a material palette, our method constructs a metamaterial library which is reusable for subsequent simulations, regardless of object geometry and/or material composition. At runtime, we perform fast coarsening of a simulation mesh using a simple table lookup to select the appropriate metamaterial model for the coarsened elements. When the object’s material distribution or geometry changes, we do not need to update the metamaterial library—we simply need to update the metamaterial assignments to the coarsened elements. An important advantage of our approach is that it is applicable to non-linear material models. This is important for designing objects that undergo finite deformation (such as those produced by multimaterial 3D printing). Our method yields speed gains of up to two orders of magnitude while maintaining good accuracy. We demonstrate the effectiveness of the method on both virtual and 3D printed examples in order to show its utility as a tool for deformable object design.

Data-Driven Finite Elements for Geometry and Material Design