- Vivace: a Practical Gauss-Seidel Method for Stable Soft Body Dynamics
- High-Resolution Interaction with Corotational Coarsening Models
- Descent Methods for Elastic Body Simulation on the GPU
- Reconstructing Personalized Anatomical Models for Physics-based Body Animation
- SMASH: Data-driven Authoring of Physically Valid Collisions
- Eulerian Solid-Fluid Coupling
- A scalable Schur-complement fluids solver for heterogeneous compute platforms
- Dispersion Kernels for Water Wave Simulation
Category: Uncategorized
Versatile Interactions at Interfaces for SPH-Based Simulations
Tao Yang, Ming C. Lin, Ralph R. Martin, Jian Chang, and Shi-Min Hu
The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit multiple interactions at different interfaces. For instance, when cracking an egg, there are simultaneous interactions between air, egg white, egg yolk, and the shell. To conveniently handle all interactions simultaneously in a single simulation, a versatile approach is critical. In this paper, we present a new approach to the surface tension model based on pairwise interaction forces; its basis is to use a larger number of neighboring particles. Our model is stable, conserves momentum, and furthermore, prevents the particle clustering problem which commonly occurs at the free surface. It can be applied to simultaneous interactions at multiple interfaces (e.g. fluid-solid and fluid-fluid). Our method is versatile, physically plausible and easy-to-implement. We also consider the close connection between droplets and bubbles, and show how to animate bubbles in air as droplets, with the help of a new surface particle detection method. Examples are provided to demonstrate the capabilities and effectiveness of our approach.
Versatile Interactions at Interfaces for SPH-Based Simulations
SCA 2016 papers
Simulation-related papers from Symposium on Computer Animation 2016:
- ADMM ⊇ Projective Dynamics: Fast Simulation of General Constitutive Models
- Compressing Fluid Subspaces
- Art-Directed Muscle Simulation for High-End Facial Animation
- Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching
- Enriching SPH Simulation by Approximate Capillary Waves
- Topology-Aware Neighborhoods for Point-Based Simulation and Reconstruction
- Versatile Interactions at Interfaces for SPH-Based Simulations
- Two-way Coupling of Fluids to Reduced Deformable Bodies
- Hele-Shaw Flow Simulation with Interactive Control using Complex Barycentric Coordinates
- Hierarchical hp-Adaptive Signed Distance Fields
- Asynchronous Implicit Backward Euler Integration
- A macroblock optimization for grid-based nonlinear elasticity
- Accurate Simulation of Wound Healing and Skin Deformation
- Position and Orientation Based Cosserat Rods
- Constrained Neighbor Lists for SPH-based Fluid Simulations
SIGGRAPH 2016
SIGGRAPH 2016 papers:
- Ebb: A DSL for Physical Simulation on CPUs and GPUs
- Pose-Space Subspace Dynamics
- Surface-Only Liquids
- Generalized Non-reflecting Boundaries for Fluid Re-Simulation
- Fast Approximations for Boundary Element Based Brittle Fracture Simulation
- Resolving Fluid Boundary Layers with Particle Strength Exchange and Weak Adaptivity
- Drucker-Prager Elastoplasticity for Sand Animation
- A Semi-Implicit Material Point Method for the Continuum Simulation of Granular Materials
- Schrodinger’s Smoke
- Preserving Geometry and Topology for Fluid Flows with Thin Obstacles and Narrow Gaps
- Artist-Directed Dynamics for 2D Animation
- Physics-Driven Pattern Adjustment for Direct 3D Garment Editing
- Example-based Plastic Deformation of Rigid Bodies
- Multiphase SPH Simulation for Interactive Fluids and Solids
TOG presentations at SIGGRAPH 2016:
- Simit: A Language for Physical Simulation
- Interactively cutting and constraining nodes in a mesh by augmented matrices
- Efficient Fluid Simulation on the Surface of a Sphere
- Non-smooth developable geometry for interactively animating paper crumpling
Boundary detection in particle-based fluids
Marcos Sandim, Douglas Cedrim, Luis Gustavo Nonato, Paulo Pagliosa, and Afonso Paiva
This paper presents a novel method to detect free-surfaces on particle-based volume representation. In contrast to most particle-based free-surface detection methods, which perform the surface identification based on physical and geometrical properties derived from the underlying fluid flow simulation, the proposed approach only demands the spatial location of the particles to properly recognize surface particles, avoiding even the use of kernels. Boundary particles are identified through a Hidden Point Removal (HPR) operator used for visibility test. Our method is very simple, fast, easy to implement and robust to changes in the distribution of particles, even when facing large deformation of the free-surface. A set of comparisons against state-of-the-art boundary detection methods show the effectiveness of our approach. The good performance of our method is also attested in the context of fluid flow simulation involving free-surface, mainly when using level-sets for rendering purposes.
CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation
Min Tang, Huamin Wang, Le Tang, Ruofeng Tong, Dinesh Manocha
We present a novel GPU-based approach to robustly and efficiently simulate high-resolution and complexly layered cloth. The key component of our formulation is a parallelized matrix assembly algorithm that can quickly build a large and sparse matrix in a compressed format and accurately solve linear systems on GPUs. We also present a fast and integrated solution for parallel collision handling, including collision detection and response computations, which utilizes spatio-temporal coherence. We combine these algorithms as part of a new cloth simulation pipeline that incorporates contact forces into implicit time integration for collision avoidance. The entire pipeline is implemented on GPUs, and we evaluate its performance on complex benchmarks consisting of 100-300K triangles. In practice, our system takes a few seconds to simulate one frame of a complex cloth scene, which represents significant speedups over prior CPU and GPU-based cloth simulation systems.
CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation
Eurographics 2016
Eurographics 2016, in Lisbon Portugal, will feature the following physics-related papers:
- Narrow Band FLIP for Liquid Simulations
- CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation
- A Practical Method for High-Resolution Embedded Liquid Surfaces
- Modeling and Estimation of Energy-Based Hyperelastic Objects
- Dexterous Manipulation of Cloth
- Boundary Detection in Particle-Based Fluids
- Combining Uplift and Erosion for Interactive Simulation of Large Scale Terrains
- Stable and fast fluid-solid coupling for incompressible SPH
SIGGRAPH Asia 2015
SIGGRAPH Asia 2015:
- Surface Turbulence for Particle-Based Liquid Simulations
- A unified approach for subspace simulation of deformable bodies in multiple domains
- A Chebyshev semi-iterative approach for accelerating projective and position-based dynamics
- Wetbrush: GPU-based 3D painting simulation at the bristle level
- Expediting Precomputation for Reduced Deformable Simulation
- Fast Multiple-fluid Simulation Using Helmholtz Free Energy
- Nested Cages
- Model Reduced Variational Fluid Simulation
- Data-driven Fluid Simulation using Regression Forests
- Smoothed Aggregation Multigrid for Cloth Simulation
- Subspace Dynamic Simulation Using Rotation-Strain Coordinates
- Non-Manifold Level Sets: A Multivalued Implicit Surface Representation with Applications to Self-Collision Processing
TOG papers:
SCA 2015
Symposium on Computer Animation, 2015 edition: Illuminating Ideas!
- A new sharp-crease bending element for folding and wrinkling surfaces and volumes
- Real-Time Dynamic Wrinkling of Coarse Animated Cloth
- Fully Momentum-Conserving Reduced Deformable Bodies with Collision, Contact, Articulation, and Skinning
- Efficient Simulation of Knitted Cloth Using Persistent Contacts
- Multifarious Hierarchies of Mechanical Models for Artist Assigned Level-of-Detail
- Hands On: Interactive Animation of Precision Manipulation and Contact
- Simulation of Fluid Mixing with Interface Control
- Functional Thin Films on Surfaces
- Divergence-Free Smoothed Particle Hydrodynamics
- A Material Point Method for Viscoelastic Fluids, Foams and Sponges
Nonlinear Material Design Using Principal Stretches
Hongyi Xu, Funshing Sin, Yufeng Zhu, Jernej Barbic
The Finite Element Method is widely used for solid deformable object simulation in film, computer games, virtual reality and medicine. Previous applications of nonlinear solid elasticity employed materials from a few standard families such as linear corotational, nonlinear St.Venant-Kirchhoff, Neo-Hookean, Ogden or Mooney-Rivlin materials. However, the spaces of all nonlinear isotropic and anisotropic materials are infinite-dimensional and much broader than these standard materials. In this paper, we demonstrate how to intuitively explore the space of isotropic and anisotropic nonlinear materials, for design of animations in computer graphics and related fields. In order to do so, we first formulate the internal elastic forces and tangent stiffness matrices in the space of the principal stretches of the material. We then demonstrate how to design new isotropic materials by editing a single stress-strain curve, using a spline interface. Similarly, anisotropic (orthotropic) materials can be designed by editing three curves, one for each material direction. We demonstrate that modifying these curves using our proposed interface has an intuitive, visual, effect on the simulation. Our materials accelerate simulation design and enable visual effects that are difficult or impossible to achieve with standard nonlinear materials.