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 simultaneously interacting with a fluid. The complexity of the scenarios we are able to simulate surpasses those that we have seen from any previous method. Eulerian Solids have previously been integrated using explicit schemes, but we develop an implicit scheme that allows large time steps to be taken. The incompressibility condition is satisfied in both the solid and the fluid, which has the added benefit of simplifying collision handling.

Eulerian Solid-Fluid Coupling

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 mismatch of collision behavior and visual appearance. The reason for using multiple representation has been performance restrictions in real time environments. However, for virtual worlds, we believe that the ultimate goal must be WYSIWYS – what you see is what you simulate, what you can manipulate, what you can touch. In this paper we present a new method that uses the same representation for simulation and collision handling and an almost identical visualization mesh. This representation is very close and directly derived from a visual input mesh which does not have to be prepared for simulation but can be non-manifold, non-conforming and self-intersecting.

Simulating Visual Geometry

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 each cell’s polynomial degree (p) in order to construct a very accurate but memory-efficient representation. Presenting a novel criterion to decide whether to apply h- or p-refinement, we demonstrate that our method is able to construct more accurate SDFs at significantly lower memory consumption than previous approaches. Finally, we demonstrate the usage of our representation as collision detector for geometrically highly complex solid objects in the application area of physically-based simulation.

Hierarchical hp-Adaptive Signed Distance Fields

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 discretization of our rheology built upon the Material-Point Method, we are able to preserve at each time step the exact coupling between normal and tangential stresses, in a stable way. This contrasts with previous approaches which either regularize or linearize the yield criterion for implicit integration, leading to unrealistic behaviors or visible grid artifacts. Remarkably, our discrete problem turns out to be very similar to the discrete contact problem classically encountered in multibody dynamics, which allows us to leverage robust and efficient nonsmooth solvers from the literature. We validate our method by successfully capturing typical macroscopic features of some classical experiments, such as the discharge of a silo or the collapse of a granular column. Finally, we show that our method can be easily extended to accommodate more complex scenarios including twoway rigid body coupling as well as anisotropic materials.

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

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 known as smoothed aggregation to cloth simulation. This method is agnostic to the underlying tessellation, which can even vary over time, and it only requires the user to provide a fine-level mesh. To handle contact constraints efficiently, a prefiltered preconditioned conjugate gradient method is introduced. For highly efficient preconditioners, like the ones proposed here, prefiltering is essential, but, even for simple preconditioners, prefiltering provides significant benefits in the presence of many constraints. Numerical tests of the new approach on a range of examples confirm 6-8X speedups on a fully dressed character with 371k vertices, and even larger speedups on synthetic examples.

Smoothed Aggregation Multigrid for Cloth Simulation

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 slits and gaps) or, even worse, material overlap. Geometries with such features may arise from modeling tools that tolerate occasional self-intersections, fracture modeling algorithms that create narrow or zero-width cuts by design, or as transient states in collision processing pipelines for deformable objects. Converting such models to level sets can alter their topology if thin features are not resolved by the grid size. We argue that this ostensible limitation is not an inherent defect of the implicit surface concept, but a collateral consequence of the standard Cartesian lattice used to store the level set values. We propose storing signed distance values on a regular hexahedral mesh which can have multiple collocated cubic elements and non-manifold bifurcation to accommodate non-trivial topology. We show how such non-manifold level sets can be systematically generated from convenient alternative geometric representations. Finally we demonstrate how this representation can facilitate fast and robust treatment of self-collision in simulations of volumetric elastic deformable bodies.

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

TightCCD: Efficient and Robust Continuous Collision Detection using Tight Error Bounds

Zhendong Wang, Min Tang , Ruofeng Tong, and Dinesh Manocha

We present a realtime and reliable continuous collision detection (CCD) algorithm between triangulated models that exploits the floating point hardware capability of current CPUs and GPUs. Our formulation is based on Bernstein Sign Classification that takes advantage of the geometry properties of Bernstein basis and Bézier curves to perform Boolean collision queries. We derive tight numerical error bounds on the computations and employ those bounds to design an accurate algorithm using finite-precision arithmetic. Compared with prior floatingpoint CCD algorithms, our approach eliminates all the false negatives and 90-95% of the false positives. We integrated our algorithm (TightCCD) with physically-based simulation system and observe speedups in collision queries of 5-15X compared with prior reliable CCD algorithms. Furthermore, we demonstrate its benefits in terms of improving the performance or robustness of cloth simulation systems.

TightCCD: Efficient and Robust Continuous Collision Detection using Tight Error Bounds

Deformable Objects Collision Handling with Fast Convergence

Siwang Li, Zherong Pan, Jin Huang,  Hujun Bao, Xiaogang Jin

We present a stable and efficient simulator for deformable objects with collisions and contacts. For stability, an optimization derived from the implicit time integrator is solved in each timestep under the inequality constraints coming from collisions. To achieve fast convergence, we extend the MPRGP based solver from handling boxconstraints only to handling general linear constraints and prove its convergence. This generalization introduces a cost of solving dense linear systems in each step, but these systems can be reduced into diagonal ones for efficiency without affecting the general stability via pruning redundant collisions. Our solver is an order of magnitude faster, especially for elastic objects under large deformation compared with iterative constraint anticipation method (ICA), a typical method for stability. The efficiency, robustness and stability are further verified by our results.

Deformable Objects Collision Handling with Fast Convergence

Wetbrush: GPU-based 3D painting simulation at the bristle level

Zhili Chen, Byungmoon Kim, Daichi Ito, Huamin Wang

We present a real-time painting system that simulates the interactions among brush, paint, and canvas at the bristle level. The key challenge is how to model and simulate sub-pixel paint details, given the limited computational resource in each time step. To achieve this goal, we propose to define paint liquid in a hybrid fashion: the liquid close to the brush is modeled by particles, and the liquid away from the brush is modeled by a density field. Based on this representation, we develop a variety of techniques to ensure the performance and robustness of our simulator under large time steps, including brush and particle simulations in non-inertial frames, a fixed-point method for accelerating Jacobi iterations, and a new Eulerian-Lagrangian approach for simulating detailed liquid effects. The resulting system can realistically simulate not only the motions of brush bristles and paint liquid, but also the liquid transfer processes among different representations. We implement the whole system on GPU by CUDA. Our experiment shows that artists can use the system to draw realistic and vivid digital paintings, by applying the painting techniques that they are familiar with but not offered by many existing systems.

Wetbrush: GPU-based 3D painting simulation at the bristle level

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