A Clebsch method for free-surface vortical flow simulation

Shiying Xiong, Zhecheng Wang, Mengdi Wang, Bo Zhu

We propose a novel Clebsch method to simulate the free-surface vortical flow. At the center of our approach lies a level-set method enhanced by a wave-function correction scheme and a wave-function extrapolation algorithm to tackle the Clebsch method’s numerical instabilities near a dynamic interface. By combining the Clebsch wave function’s expressiveness in representing vortical structures and the level-set function’s ability on tracking interfacial dynamics, we can model complex vortex-interface interaction problems that exhibit rich free-surface flow details on a Cartesian grid. We showcase the efficacy of our approach by simulating a wide range of new free-surface flow phenomena that were impractical for previous methods, including horseshoe vortex, sink vortex, bubble rings, and free-surface wake vortices.

A Clebsch method for free-surface vortical flow simulation

Estimation of Yarn-Level Simulation Models for Production Fabrics

Georg Sperl, Rosa M. Sánchez-Banderas, Manwen Li, Chris Wojtan, Miguel A. Otaduy

This paper introduces a methodology for inverse-modeling of yarn-level mechanics of cloth, based on the mechanical response of fabrics in the real world. We compiled a database from physical tests of several different knitted fabrics used in the textile industry. These data span different types of complex knit patterns, yarn compositions, and fabric finishes, and the results demonstrate diverse physical properties like stiffness, nonlinearity, and anisotropy. We then develop a system for approximating these mechanical responses with yarn-level cloth simulation. To do so, we introduce an efficient pipeline for converting between fabric-level data and yarn-level simulation, including a novel swatch-level approximation for speeding up computation, and some small-but-necessary extensions to yarn-level models used in computer graphics.

Estimation of Yarn-Level Simulation Models for Production Fabrics

Filament Based Plasma

Marcel Padilla, Oliver Gross, Felix Knoppel, Albert Chern, Ulrich Pinkall, Peter Schroder

Simulation of stellar atmospheres, such as that of our own sun, is a common task in CGI for scientific visualization, movies and games. A fibrous volumetric texture is a visually dominant feature of the solar corona—the plasma that extends from the solar surface into space. These coronal fibers can be modeled as magnetic filaments whose shape is governed by the magnetohydrostatic equation. The magnetic filaments provide a Lagrangian curve representation and their initial configuration can be prescribed by an artist or generated from magnetic flux given as a scalar texture on the sun’s surface. Subsequently the shape of the filaments is determined based on a variational formulation. The output is a visual rendering of the whole sun. We demonstrate the fidelity of our method by comparing the resulting renderings with actual images of our sun’s corona.

Filament Based Plasma

A General Two-Stage Initialization for Sag-Free Deformable Simulations

Jerry Hsu, Nghia Truong,Cem Yuksel, Kui Wu

Initializing simulations of deformable objects involves setting the rest state of all internal forces at the rest shape of the object. However, often times the rest shape is not explicitly provided. In its absence, it is common to initialize by treating the given initial shape as the rest shape. This leads to sagging, the undesirable deformation under gravity as soon as the simulation begins. Prior solutions to sagging are limited to specific simulation systems and material models, most of them cannot handle frictional contact, and they require solving expensive global nonlinear optimization problems. We introduce a novel solution to the sagging problem that can be applied to a variety of simulation systems and materials. The key feature of our approach is that we avoid solving a global nonlinear optimization problem by performing the initialization in two stages. First, we use a global linear optimization for static equilibrium. Any nonlinearity of the material definition is handled in the local stage, which solves many small local problems efficiently and in parallel. Notably, our method can properly handle frictional contact orders of magnitude faster than prior work. We show that our approach can be applied to various simulation systems by presenting examples with mass-spring systems, cloth simulations, the finite element method, the material point method, and position-based dynamics.

A General Two-Stage Initialization for Sag-Free Deformable Simulations

SIGGRAPH 2022

Fresh new 2022 SIGGRAPH papers, coming in hot!

TOG:

A Survey on SPH Methods in Computer Graphics

Dan Koschier, Jan Bender, Barbara Solenthaler, Matthias Teschner

Throughout the past decades, the graphics community has spent major resources on the research and development of physics simulators on the mission to computer-generate behaviors achieving outstanding visual effects or to make the virtual world indistinguishable from reality. The variety and impact of recent research based on Smoothed Particle Hydrodynamics (SPH) demonstrates the concept’s importance as one of the most versatile tools for the simulation of fluids and solids. With this survey, we offer an overview of the developments and still-active research on physics simulation methodologies based on SPH that has not been addressed in previous SPH surveys. Following an introduction about typical SPH discretization techniques, we provide an overview over the most used incompressibility solvers and present novel insights regarding their relation and conditional equivalence. The survey further covers recent advances in implicit and particle-based boundary handling and sampling techniques. While SPH is best known in the context of fluid simulation we discuss modern concepts to augment the range of simulatable physical characteristics including turbulence, highly viscous matter, deformable solids, as well as rigid body contact handling. Besides the purely numerical approaches, simulation techniques aided by machine learning are on the rise. Thus, the survey discusses recent data-driven approaches and the impact of differentiable solvers on artist control. Finally, we provide context for discussion by outlining existing problems and opportunities to open up new research directions.

A Survey on SPH Methods in Computer Graphics

A Practical Model for Realistic Butterfly Flight Simulation

Qiang Chen, Tingsong Lu, Yang Tong, Guoliang Luo, Xiaogang Jin, Zhigang Deng

As one of ubiquitous insects on the earth, butterflies are also widely-known
for inspiring thrill resonance with their elegant and peculiar flights. However, realistically modeling and simulating butterfly flights, in particular, for real-time graphics and animation applications, remains an under-explored problem. In this paper we propose an efficient and practical model to simulate butterfly flights. Specifically, we first model a butterfly with parametric maneuvering functions, including wing-abdomen interaction. Then, we simulate dynamic maneuvering control of the butterfly through our force-based model that includes both the aerodynamics force and the vortex force. Through many simulation experiments and comparisons, we demonstrate that our method can efficiently simulate realistic butterfly flight motions in various real-world settings.

A Practical Model for Realistic Butterfly Flight Simulation

A Large-Scale Comparison of Tetrahedral and Hexahedral Elements for Solving Elliptic PDEs with the Finite Element Method

Teseo Schneider, Yixin Hu, Xifeng Gao, Jeremie Dumas, Denis Zorin, Daniele Panozzo

The Finite Element Method (FEM) is widely used to solve discrete Partial Differential Equations (PDEs) in engineering and graphics applications. The popularity of FEM led to the development of a large family of variants, most of which require a tetrahedral or hexahedral mesh to construct the basis. While the theoretical properties of FEM basis (such as convergence rate, stability, etc.) are well understood under specific assumptions on the mesh quality, their practical performance, influenced both by the choice of the basis construction and quality of mesh generation, have not been systematically documented for large collections of automatically meshed 3D geometries. We introduce a set of benchmark problems involving most commonly solved elliptic PDEs, starting from simple cases with an analytical solution, moving to commonly used test problem setups, and using manufactured solutions for thousands of real-world, automatically meshed geometries. For all these cases, we use state-of-the-art meshing tools to create both tetrahedral and hexahedral meshes, and compare the performance of different element types for common elliptic PDEs.
The goal of this benchmark is to enable comparison of complete FEM pipelines, from mesh generation to algebraic solver, and exploration of relative impact of different factors on the overall system performance.

A Large-Scale Comparison of Tetrahedral and Hexahedral Elements for Solving Elliptic PDEs with the Finite Element Method

Fast and Exact Root Parity for Continuous Collision Detection

Bolun Wang, Zachary Ferguson, Xin Jiang, Marco Attene, Daniele Panozzo, Teseo Schneider

We introduce the first exact root parity counter for continuous collision detection (CCD). That is, our algorithm computes the parity (even or odd) of the number of roots of the cubic polynomial arising from a CCD query. We note that the parity is unable to differentiate between zero (no collisions) and the rare case of two roots (collisions). Our method does not have numerical parameters to tune, has a performance comparable to efficient approximate algorithms, and is exact. We test our approach on a large collection of synthetic tests and real simulations, and we demonstrate that it can be easily integrated into existing simulators.

Fast and Exact Root Parity for Continuous Collision Detection

Optimized Processing of Localized Collisions in Projective Dynamics

Qisi Wang, Yutian Tao, Eric Brandt, Court Cutting, Eftychios Sifakis

We present a method for the efficient processing of contact and collision in volumetric elastic models simulated using the Projective Dynamics paradigm. Our approach enables interactive simulation of tetrahedral meshes with more than half a million elements, provided that the model satisfies two fundamental properties: the region of the model’s surface that is susceptible to collision events needs to be known in advance, and the simulation degrees of freedom associated with that surface region should be limited to a small fraction (e.g. 5\%) of the total simulation nodes. Despite this conscious delineation of scope, our hypotheses hold true for common animation subjects, such as simulated models of the human face and parts of the body. In such scenarios, a partial Cholesky factorization can abstract away the behavior of the collision-safe subset of the face into the Schur Complement matrix with respect to the collision-prone region. We demonstrate how fast and accurate updates of penalty-based collision terms can be incorporated into this representation, and solved with high efficiency on the GPU. We also demonstrate the opportunity to iterate a partial update of the element rotations, akin to a selective application of the local step, specifically on the smaller collision-prone region without explicitly paying the cost associated with the rest of the simulation mesh. We demonstrate efficient and robust interactive simulation in detailed models from animation and medical applications

Optimized Processing of Localized Collisions in Projective Dynamics