A Macroblock Optimization for Grid-Based Nonlinear Elasticity

Nathan Mitchell, Michael Doescher, Eftychios Sifakis

We introduce a new numerical approach for the solution of grid-based discretizations of nonlinear elastic models. Our method targets the linearized system of equations within each iteration of the Newton method, and combines elements of a direct factorization scheme with an iterative Conjugate Gradient method. The goal of our hybrid scheme is to inherit as many of the advantages of its constituent approaches, while curtailing several of their respective drawbacks. In particular, our algorithm converges in far fewer iterations than Conjugate Gradients, especially for systems with less-than-ideal conditioning. On the other hand, our approach largely avoids the storage footprint and memory-bound nature of direct methods, such as sparse Cholesky factorization, while offering very direct opportunities for both SIMD and thread-based parallelism. Conceptually, our method aggregates a rectangular neighborhood of grid cells (typically a 16x8x8 subgrid) into a composite element that we refer to as a “macroblock”. Similar to conventional tetrahedral or hexahedral elements, macroblocks receive nodal inputs (e.g., displacements) and compute nodal outputs (e.g., forces). However, this input/output interface now only includes nodes on the boundary of the 16x8x8 macroblock; interior nodes are always solved exactly, by means of a direct, highly optimized solver. Models built from macroblocks are solved using Conjugate Gradients, which is accelerated due to the reduced number of degrees of freedom and improved robustness against poor conditioning thanks to the direct solver within each macroblock. We explain how we attain these benefits with just a small increase of the per-iteration cost over the simplest traditional solvers.

A Macroblock Optimization for Grid-Based Nonlinear Elasticity

Asynchronous Implicit Backward Euler Integration

Danyong Zhao, Yijing Li, Jernej Barbic

In standard deformable object simulation in computer animation, all the mesh elements or vertices are timestepped synchronously, i.e., under the same timestep. Previous asynchronous methods have been largely limited to explicit integration. We demonstrate how to perform spatially-varying timesteps for the widely popular implicit backward Euler integrator. Spatially-varying timesteps are useful when the object exhibits spatially-varying material properties such as Young’s modulus or mass density. In synchronous simulation, a region with a high stiffness (or low mass density) will force a small timestep for the entire mesh, at a great computational cost, or else, the motion in the stiff (or low mass density) region will be artificially damped and inaccurate. Our method can assign smaller timesteps to stiffer (or lighter) regions, which makes it possible to properly resolve (sample) the high-frequency deformable dynamics arising from the stiff (or light) materials, resulting in greater accuracy and less artificial damping. Because soft (or heavy) regions can continue using a large timestep, our method provides a significantly higher accuracy under a fixed computational budget.

Asynchronous Implicit Backward Euler Integration

Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching

Nuttapong Chentanez, Matthias Müller, Miles Macklin

Shape matching is a popular method for simulating deformable objects in real time as it is fast and stable at large time steps. Although shape matching can simulate large elastic deformation and ductile fracturing, until now, they are limited to scenarios with relatively small plastic deformation. In this work, we present a method for simulating deformable solids undergoing large plastic deformation and topological changes using shape matching within the position based dynamics (PBD) framework. This expands the versatility of PBD which was previously shown to be able to simulate rigid bodies, liquids, gases, cloth, and deformable solids with moderate plastic deformation. Our novel contributions include local particle re-sampling, cluster re-sampling and skinning of an explicitly tracked surface mesh.

Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching

ADMM ⊇ Projective Dynamics: Fast Simulation of General Constitutive Models

Rahul Narain, Matthew Overby, George E. Brown

We apply the alternating direction method of multipliers (ADMM) optimization algorithm to implicit time integration of elastic bodies, and show that the resulting method closely relates to the recently proposed projective dynamics algorithm. However, as ADMM is a general-purpose optimization algorithm applicable to a broad range of objective functions, it permits the use of nonlinear constitutive models and hard constraints while retaining the speed, parallelizability, and robustness of projective dynamics. We demonstrate these benefits on several examples that include cloth, collisions, and volumetric deformable bodies with nonlinear elasticity.

ADMM ⊇ Projective Dynamics: Fast Simulation of General Constitutive Models

Multiphase SPH Simulation for Interactive Fluids and Solids

Xiao Yan, Yun-Tao Jiang, Chen-Feng Li, Ralph R. Martin, and Shi-Min Hu

This work extends existing multiphase-fluid SPH frameworks to cover solid phases, including deformable bodies and granular materials. In our extended multiphase SPH framework, the distribution and shapes of all phases, both fluids and solids, are uniformly represented by their volume fraction functions. The dynamics of the multiphase system is governed by conservation of mass and momentum within different phases. The behavior of individual phases and the interactions between them are represented by corresponding constitutive laws, which are functions of the volume fraction fields and the velocity fields. Our generalized multiphase SPH framework does not require separate equations for specific phases or tedious interface tracking. As the distribution, shape and motion of each phase is represented and resolved in the same way, the proposed approach is robust, efficient and easy to implement. Various simulation results are presented to demonstrate the capabilities of our new multiphase SPH framework, including deformable bodies, granular materials, interaction between multiple fluids and deformable solids, flow in porous media, and dissolution of deformable solids.

Multiphase SPH Simulation for Interactive Fluids and Solids

Non-smooth developable geometry for interactively animating paper crumpling

Camille Schreck, Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani, Shuo Jin, Charlie Wang, Jean-Francois Bloch

We present the first method to animate sheets of paper at interactive rates, while automatically generating a plausible set of sharp features when the sheet is crumpled. The key idea is to interleave standard physically-based simulation steps with procedural generation of a piecewise continuous developable surface. The resulting hybrid surface model captures new singular points dynamically appearing during the crumpling process, mimicking the effect of paper fiber fracture. Although the model evolves over time to take these irreversible damages into account, the mesh used for simulation is kept coarse throughout the animation, leading to efficient computations. Meanwhile, the geometric layer ensures that the surface stays almost isometric to its original 2D pattern. We validate our model through measurements and visual comparison with real paper manipulation, and show results on a variety of crumpled paper configurations.

Non-smooth developable geometry for interactively animating paper crumpling

Example-Based Plastic Deformation of Rigid Bodies

Ben Jones, Nils Thuerey, Tamar Shinar, Adam W. Bargteil

Physics-based animation is often used to animate scenes containing destruction of near-rigid, man-made materials. For these applications, the most important visual features are plastic deformation and fracture. Methods based on continuum mechanics model these materials as elastoplastic, and must perform expensive elasticity computations even though elastic deformations are imperceptibly small for rigid materials. We introduce an example-based plasticity model based on linear blend skinning that allows artists to author simulation objects using familiar tools. Dynamics are computed using an unmodified rigid body simulator, making our method computationally efficient and easy to integrate into existing pipelines. We introduce a flexible technique for mapping impulses computed by the rigid body solver to local, example-based deformations. For completeness, our method also supports prescoring based fracture. We demonstrate the practicality of our method by animating a variety of destructive scenes.

Example-Based Plastic Deformation of Rigid Bodies

Pose-Space Subspace Dynamics

Hongyi Xu, Jernej Barbic

We enrich character animations with secondary soft-tissue Finite Element Method (FEM) dynamics computed under arbitrary rigged or skeletal motion. Our method optionally incorporates pose-space deformation (PSD). It runs at milliseconds per frame for complex characters, and fits directly into standard character animation pipelines. Our simulation method does not require any skin data capture; hence, it can be applied to humans, animals, and arbitrary (real-world or fictional) characters. In standard model reduction of three-dimensional nonlinear solid elastic models, one builds a reduced model around a single pose, typically the rest configuration. We demonstrate how to perform multi-model reduction of Finite Element Method (FEM) nonlinear elasticity, where separate reduced models are precomputed around a representative set of object poses, and then combined at runtime into a single fast dynamic system, using subspace interpolation. While time-varying reduction has been demonstrated before for offline applications, our method is fast and suitable for hard real-time applications in games and virtual reality. Our method supports self-contact, which we achieve by computing linear modes and derivatives under contact constraints.

Pose-Space Subspace Dynamics

Physics-Driven Pattern Adjustment for Direct 3D Garment Editing

Aric Bartle, Alla Sheffer, Vladimir G. Kim, Danny Kaufman, Nicholas Vining, Floraine Berthouzoz

Designers frequently reuse existing designs as a starting point for creating new garments. In order to apply garment modifications, which the designer envisions in 3D, existing tools require meticulous manual editing of 2D patterns. These 2D edits need to account both for the envisioned geometric changes in the 3D shape, as well as for various physical factors that affect the look of the draped garment. We propose a new framework that allows designers to directly apply the changes they envision in 3D space; and creates the 2D patterns that replicate this envisioned target geometry when lifted into 3D via a physical draping simulation. Our framework removes the need for laborious and knowledge-intensive manual 2D edits and allows users to effortlessly mix existing garment designs as well as adjust for garment length and fit. Following each user specified editing operation we first compute a target 3D garment shape, one that maximally preserves the input garment’s style–its proportions, fit and shape–subject to the modifications specified by the user. We then automatically compute 2D patterns that recreate the target garment shape when draped around the input mannequin within a user-selected simulation environment. To generate these patterns, we propose a fixed-point optimization scheme that compensates for the deformation due to the physical forces affecting the drape and is independent of the underlying simulation tool used. Our experiments show that this method quickly and reliably converges to patterns that, under simulation, form the desired target look, and works well with different black-box physical simulators. We demonstrate a range of edited and resimulated garments, and further validate our approach via expert and amateur critique, and comparisons to alternative solutions.

Physics-Driven Pattern Adjustment for Direct 3D Garment Editing

Artist-Directed Dynamics for 2D Animation

Yunfei Bai, Danny M. Kaufman, C.Karen Liu, Jovan Popović

Animation artists enjoy the benefits of simulation but do not want to be held back by its constraints. Artist-directed dynamics seeks to resolve this need with a unified method that combines simulation with classical keyframing techniques. The combination of these approaches improves upon both extremes: simulation becomes more customizable and keyframing becomes more automatic. Examining our system in the context of the twelve fundamental animation principles reveals that it stands out for its treatment of exaggeration and appeal. Our system accommodates abrupt jumps, large plastic deformations, and makes it easy to reuse carefully crafted animations.

Artist-Directed Dynamics for 2D Animation