Energetically Consistent Invertible Elasticity

Alexey Stomakhin, Russell Howes, Craig Schroeder, Joseph Teran

We provide a smooth extension of arbitrary isotropic hyperelastic energy density functions to inverted confi gurations. This extension is designed to improve robustness for elasticity simulations with extremely large deformations and is analogous to the extension given to the first Piola-Kircho ff stress in [ITF04]. We show that our energy-based approach is signi ficantly more robust to large deformations than the first Piola-Kircho ff . Furthermore, we show that the robustness and stability of a hyper-elastic model can be predicted from a characteristic contour, which we call its primary contour. The extension to inverted con figurations is de fined via extrapolation from a convex threshold surface that lies in the uninverted portion of the principal stretches space. The extended hyperelastic energy density yields continuous stress and unambiguous stress derivatives in all inverted con figurations, unlike in [TSIF05]. We show that our invertible energy-density-based approach outperforms the popular hyperelastic corotated model, and we also show how to use the primary contour methodology to improve the robustness of this model to large deformations.

Energetically Consistent Invertible Elasticity

Topology Adaptive Interface Tracking Using the Deformable Simplicial Complex

Marek Misztal, Andreas Baerentzen

We present a novel, topology-adaptive method for deformable interface tracking, called the Deformable Simplicial Complex (DSC). In the DSC method, the interface is represented explicitly as a piecewise linear curve (in 2D) or surface (in 3D) which is a part of a discretization (triangulation/tetrahedralization) of the space, such that the interface can be retrieved as a set of faces separating triangles/tetrahedra marked as inside from the ones marked as outside (so it is also given implicitly). This representation allows robust topological adaptivity and, thanks to the explicit representation of the interface, it suffers only slightly from numerical diffusion. Furthermore, the use of an unstructured grid yields robust adaptive resolution. Also, topology control is simple in this setting. We present the strengths of the method in several examples: simple geometric flows, fluid simulation, point cloud reconstruction, and cut locus construction.

Topology Adaptive Interface Tracking using the Deformable Simplicial Complex

Energy-Based Self-Collision Culling for Arbitrary Mesh Deformations

Changxi Zheng, Doug James

In this paper, we accelerate self-collision detection (SCD) for a deforming triangle mesh by exploiting the idea that a mesh cannot self collide unless it deforms enough. Unlike prior work on subspace self-collision culling which is restricted to low-rank deformation subspaces, our energy-based approach supports arbitrary mesh deformations while still being fast. Given a bounding volume hierarchy (BVH) for a triangle mesh, we precompute Energy-based Self-Collision Culling (ESCC) certificates on bounding-volume-related sub-meshes which indicate the amount of deformation energy required for it to self collide. After updating energy values at runtime, many bounding-volume self-collision queries can be culled using the ESCC certificates. We propose an affine-frame Laplacian-based energy definition which sports a highly optimized certificate preprocess, and fast runtime energy evaluation. The latter is performed hierarchically to amortize Laplacian energy and affine-frame estimation computations. ESCC supports both discrete and continuous SCD with detailed and nonsmooth geometry. We demonstrate significant culling on various examples, with SCD speed-ups up to 26X.

Energy-Based Self-Collision Culling for Arbitrary Mesh Deformation

Interactive Space-Time Control of Deformable Objects

Klaus Hildebrandt, Christian Schulz, Christoph von Tycowicz, Konrad Polthier

Creating motions of objects or characters that are physically plausible and follow an animator’s intent is a key task in computer animation. The spacetime constraints paradigm is a valuable approach to this problem, but it suffers from high computational costs. Based on spacetime constraints, we propose a framework for controlling the motion of deformable objects that offers interactive response times. This is achieved by a model reduction of the underlying variational problem, which combines dimension reduction, multipoint linearization, and decoupling of ODEs. After a preprocess, the cost for creating or editing a motion is reduced to solving a number of one-dimensional spacetime problems, whose solutions are the wiggly splines introduced by Kass and Anderson [2008]. We achieve interactive response times through a new fast and robust numerical scheme for solving the one-dimensional problems that is based on a closed-form representation of the wiggly splines.

Interactive Space-Time Control of Deformable Objects

Adaptive Image-Based Intersection Volume

Bin Wang, Francois Faure, Dinesh Pai

A method for image-based contact detection and modeling, with guaranteed precision on the intersection volume, is presented. Unlike previous image-based methods, our method optimizes a non-uniform ray sampling resolution and allows precise control of the volume error. By cumulatively projecting all mesh edges into a generalized 2D texture, we construct a novel data structure, the Error Bound Polynomial Image (EBPI), which allows efficient computation of the maximum volume error as a function of ray density. Based on a precision criterion, EBPI pixels are subdivided or clustered. The rays are then cast in the projection direction according to the non-uniform resolution. The EBPI data, combined with ray-surface intersection points and normals, is also used to detect transient edges at surface intersections. This allows us to model intersection volumes at arbitrary resolution, while avoiding the geometric computation of mesh intersections. Moreover, the ray casting acceleration data structures can be reused for the generation of high quality images.

Adaptive Image-Based Intersection Volume

Fast Simulation of Skeleton-Driven Deformable Body Characters

Junggon Kim, Nancy Pollard

We propose a fast physically based simulation system for skeleton-driven deformable body characters. Our system can generate realistic motions of self-propelled deformable body characters by considering the two-way interactions among the skeleton, the deformable body, and the environment in the dynamic simulation. It can also compute the passive jiggling behavior of a deformable body driven by a kinematic skeletal motion. We show that a well-coordinated combination of (1) a reduced deformable body model with nonlinear finite elements, (2) a linear-time algorithm for skeleton dynamics, and (3) explicit integration can boost simulation speed to orders of magnitude faster than existing methods, while preserving modeling accuracy as much as possible. Parallel computation on the GPU has also been implemented to obtain an additional speedup for complicated characters. Detailed discussions of our engineering decisions for speed and accuracy of the simulation system are presented in the paper. We tested our approach with a variety of skeleton-driven deformable body characters, and the tested characters were simulated in real-time or near real-time.

Fast Simulation of Skeleton-Driven Deformable Body Characters

Soft Body Locomotion

Jie Tan, Greg Turk, Karen Liu

We present a physically-based system to simulate and control the locomotion of soft body characters without skeletons. We use the finite element method to simulate the deformation of the soft body, and we instrument a character with muscle fibers to allow it to actively control its shape. To perform locomotion, we use a variety of intuitive controls such as moving a point on the character, specifying the center of mass or the angular momentum, and maintaining balance. These controllers yield an objective function that is passed to our optimization solver, which handles convex quadratic program with linear complementarity constraints. This solver determines the new muscle fiber lengths, and moreover it determines whether each point of contact should remain static, slide, or lift away from the floor. Our system can automatically find an appropriate combination of muscle contractions that enables a soft character to fulfill various locomotion tasks, including walking, jumping, crawling, rolling and balancing.

Soft Body Locomotion

Interactive Editing of Deformable Simulations

Jernej Barbic, Funshing Sin, Eitan Grinspun

We present an interactive animation editor for complex deformable object animations. Given an existing animation, the artist directly manipulates the deformable body at any time frame, and the surrounding animation immediately adjusts in response. The automatic adjustments are designed to respect physics, preserve detail in both the input motion and geometry, respect prescribed bilateral contact constraints, and controllably and smoothly decay in spacetime. While the utility of interactive editing for rigid body and articulated figure animations is widely recognized, a corresponding approach to deformable bodies has not been technically feasible before. We achieve interactive rates by combining spacetime model reduction, rotation-strain coordinate warping, linearized elasticity, and direct manipulation. This direct editing tool can serve the final stages of animation production, which often call for detailed, direct adjustments that are otherwise tedious to realize by re-simulation or frame-by-frame editing.

Interactive Editing of Deformable Simulations

Stress Relief: Improving Structural Strength of 3D Printable Objects

Ondrej Stava, Juraj Vanek, Bedrich Benes, Nathan Carr, Radomir Mech

3D printing is a rapidly maturing area that has shown great progress over the past couple of years. It is now possible to produce 3D printed objects with exceptionally high fidelity and precision. However, while the quality of 3D printing has gone up, both the time to print and material costs have remained high. Moreover, there is no guarantee that a printed model is structurally sound. Many times, the printed product does not survive cleaning, transportation, or handling, or it even collapses under its own weight. We present a system that addresses this issue by providing automatic detection and correction of the problematic cases. The structural problems are detected by combining a lightweight structure analysis solver with 3D medial axis approximations. After areas with high structural stress are found, the model is corrected by combining three approaches: hollowing, thickening, and strut insertion. This detection and correction repeats until all problematic cases are corrected. Our process is designed to create a model that is visually similar to the original model, while possessing greater structural integrity

Stress Relief: Improving Structural Strength of 3D Printable Objects