Automatically Distributing Eulerian and Hybrid Fluid Simulations in the Cloud
Month: May 2018
FEPR: Fast Energy Projection for Real-Time Simulation of Deformable Objects
FEPR: Fast Energy Projection for Real-Time Simulation of Deformable Objects
Anderson Acceleration for Geometry Optimization and Physics Simulation
Yue Peng, Bailin Deng, Juyong Zhang, Fanyu Geng, Wenjie Qin, Ligang liu
Anderson Acceleration for Geometry Optimization and Physics Simulation
An Advection-Reflection Solver for Detail-Preserving Fluid Simulation
Jonas Zehnder, Rahul Narain, Bernhard Thomaszewski
Advection-projection methods for fluid animation are widely appreciated for their stability and efficiency. However, the projection step dissipates energy from the system, leading to artificial viscosity and suppression of small-scale details. We propose an alternative approach for detail-preserving fluid animation that is surprisingly simple and effective. We replace the energy-dissipating projection operator applied at the end of a simulation step by an energy-preserving reflection operator applied at mid-step.We show that doing so leads to two orders of magnitude reduction in energy loss, which in turn yields vastly improved detail-preservation. We evaluate our reflection solver on a set of 2D and 3D numerical experiments and show that it compares favorably to state-of-the-art methods. Finally, our method integrates seamlessly with existing projection-advection solvers and requires very little additional implementation.
An Advection-Reflection Solver for Detail-Preserving Fluid Simulation
Projective Skinning
Martin Komaritzan, Mario Botsch
We present a novel approach for physics-based character skinning. While maintaining real-time performance it overcomes the well-known artifacts of commonly used geometric skinning approaches, it enables dynamic effects, and it resolves local self-collisions. Our method is based on a two-layer model consisting of rigid bones and an elastic soft tissue layer. This volumetric model is easily and efficiently computed from an input surface mesh of the character and its underlying skeleton. In particular, our method neither requires skinning weights, which are often expensive to compute or tedious to hand-tune, nor a complex volumetric tessellation, which fails for many real-world input meshes due to self-intersections.
Interactive Two-Way Shape Design of Elastic Bodies
Learning Nonlinear Soft-Tissue Dynamics for Interactive Avatars
Dan Casas, Miguel Otaduy
We present a novel method to enrich existing vertex-based human body models by adding soft-tissue dynamics. Our model learns to predict per-vertex 3D offsets, referred to as dynamic blendshapes, that reproduce nonlinear mesh deformation effects as a function of pose information. This enables the synthesis of realistic 3D mesh animations, including soft-tissue effects, using just skeletal motion. At the core of our method there is a neural network regressor trained on high-quality 4D scans from which we extract pose, shape and soft-tissue information. Our regressor uses a novel nonlinear subspace, which we build using an autoencoder, to efficiently compact soft-tissue dynamics information. Once trained, our method can be plugged to existing vertex-based skinning methods with little computational overhead (<10ms), enabling real-time nonlinear dynamics. We qualitatively and quantitatively evaluate our method, and show compelling animations with soft-tissue effects, created using publicly available motion capture datasets
Learning Nonlinear Soft-Tissue Dynamics for Interactive Avatars
Comparison of Mixed Linear Complementarity Problem Solvers for Multibody Simulations with Contact
Andreas Enzenhofer, Sheldon Andrews, Marek Teichmann, Jozsef Kövecses
The trade-off between accuracy and computational performance is one of the central conflicts in real-time multibody simulations, much of which can be attributed to the method used to solve the constrained multibody equations. This paper examines four mixed linear complementarity problem (MLCP) algorithms when they are applied to physical problems involving frictional contact. We consider several different, and challenging, test cases such as grasping, stability of static models, closed loops, and long chains of bodies. The solver parameters are tuned for these simulations and the results are evaluated in terms of numerical accuracy and computational performance. The objective of this paper is to determine the accuracy properties of each solver, find the appropriate method for a defined task, and thus draw conclusions regarding the applicability of each method
Comparison of Mixed Linear Complementarity Problem Solvers for Multibody Simulations with Contact
A Material Point Method for Thin Shells with Frictional Contact
Qi Guo, Xuchen Han, Chuyuan Fu, Theodore Gast, Rasmus Tamstorf, Joseph Teran
We present a novel method for simulation of thin shells with frictional contact using a combination of the Material Point Method (MPM) and subdivision finite elements. The shell kinematics are assumed to follow a continuum shell model which is decomposed into a Kirchhoff-Love motion that rotates the mid-surface normals followed by shearing and compression/extension of the material along the mid-surface normal. We use this decomposition to design an elastoplastic constitutive model to resolve frictional contact by decoupling resistance to contact and shearing from the bending resistance components of stress. We show that by resolving frictional contact with a continuum approach, our hybrid Lagrangian/Eulerian approach is capable of simulating challenging shell contact scenarios with hundreds of thousands to millions of degrees of freedom. Without the need for collision detection or resolution, our method runs in a few minutes per frame in these high resolution examples. Furthermore we show that our technique naturally couples with other traditional MPM methods for simulating granular and related materials.
A Material Point Method for Thin Shells with Frictional Contact
Fluid Directed Rigid Body Control Using Deep Reinforcement Learning
Yunsheng Tian, Pingchuan Ma, Zherong Pan, Bo Ren, and Dinesh Manocha
We present a learning-based method to control a coupled 2D system involving both fluid and rigid bodies. Our approach is used to modify the fluid/rigid simulator’s behavior by applying control forces only at the simulation domain boundaries. The rest of the domain, corresponding to the interior, is governed by the Navier-Stokes equation for fluids and Newton-Euler’s equation for the rigid bodies. We represent our controller using a general neural-net, which is trained using deep reinforcement learning. Our formulation decomposes a control task into two stages: a precomputation training stage and an online generation stage. We utilize various fluid properties, e.g., the liquid’s velocity field or the smoke’s density field, to enhance the controller’s performance. We set up our evaluation benchmark by letting controller drive fluid jets move on the domain boundary and allowing them to shoot fluids towards a rigid body to accomplish a set of challenging 2D tasks such as keeping a rigid body balanced, playing a two-player ping-pong game, and driving a rigid body to sequentially hit specified points on the wall. In practice, our approach can generate physically plausible animations.
Fluid Directed Rigid Body Control Using Deep Reinforcement Learning