Enhancing Fluid Animation with Adaptive, Controllable, and Intermittent Turbulence

This paper proposes a new scheme for enhancing fluid animation with controllable turbulence. An existing fluid simulation from ordinary fluid solvers is fluctuated by turbulent variation modeled as a random process of forcing. The variation is precomputed as a sequence of solenoidal noise vector fields directly in the spectral domain, which is fast and easy to implement. The spectral generation enables flexible vortex scale and spectrum control following a user prescribed energy spectrum, e.g. Kolmogorov’s cascade theory, so that the fields provide fluctuations in subgrid scales and/or in preferred large octaves. The vector fields are employed as turbulence forces to agitate the existing flow, where they act as a stimulus of turbulence inside the framework of the Navier-Stokes equations, leading to natural integration and temporal consistency. The scheme also facilitates adaptive turbulent enhancement steered by various physical or user-defined properties, such as strain rate, vorticity, distance to objects and scalar density, in critical local regions. Furthermore, an important feature of turbulent fluid, intermittency, is created by applying turbulence control during randomly selected temporal periods.

Enhancing Fluid Animation with Adaptive, Controllable, and Intermittent Turbulence

FASTCD: Fracturing-Aware Stable Collision Detection

We present a collision detection (CD) method for complex and large-scale fracturing models that have geometric and topological changes. We first propose a novel dual-cone culling method to improve the performance of CD, especially self-collision detection among fracturing models. Our dual-cone culling method has a small computational overhead and a conservative algorithm. Combined with bounding volume hierarchies (BVHs), our dual-cone culling method becomes approximate. However, we found that our method does not miss any collisions in the tested benchmarks. We also propose a novel, selective restructuring method that improves the overall performance of CD and reduces performance degradations at fracturing events. Our restructuring method is based on a culling efficiency metric that measures the expected number of overlap tests of a BVH. To further reduce the performance degradations at fracturing events, we also propose a novel, fast BVH construction method that builds multiple levels of the hierarchy in one iteration using a grid and hashing. We test our method with four different large-scale deforming benchmarks. Compared to the state-of-the-art methods, our method shows a more stable performance for CD by improving the performance by a factor of up to two orders of magnitude at frames when deforming models change their mesh topologies.

FASTCD: Fracturing-Aware Stable Collision Detection

Underwater Cloth Simulation with Fractional Derivatives

We introduce the use of fractional differentiation for simulating cloth de formations underwater. The proposed approach is able to achieve realistic underwater deformations without simulating the Eulerian body of water in which the cloth is immersed. Instead, we propose a particle-based cloth model where half-derivative viscoelastic elements are included for describing both the internal and external dynamics of the cloth. These elements model the cloth responses to fluid stresses and are also able to emulate the memory-laden behavior of particles in a viscous fluid. As a result, we obtain fractional clothes, which are able to correctly depict the dynamics of the immersed cloth interacting with the fluid even though the fluid is not simulated. The proposed approach produces realistic underwater cloth deformations and has obvious advantages in simplicity and speed of computation in comparison to volumetric fluid simulation approaches.

Underwater Cloth Simulation with Fractional Derivatives

Volume Contact Constraints at Arbitrary Resolution

We introduce a new method for simulating frictional contact between volumetric objects using interpenetration volume constraints. When applied to complex geometries, our formulation results in dramatically simpler systems of equations than those of traditional mesh contact models. Contact between highly detailed meshes can be simplified to a single unilateral constraint equation, or accurately processed at arbitrary geometry-independent resolution with simultaneous sticking and sliding across contact patches.
We exploit fast GPU methods for computing layered depth images, which provides us with the intersection volumes and gradients necessary to formulate the contact equations as linear complementarity problems. Straightforward and popular numerical methods, such as projected Gauss-Seidel, can be used to solve the system.
We demonstrate our method in a number of scenarios and present results involving both rigid and deformable objects at interactive rates.

Volume Contact Constraints at Arbitrary Resolution

Subspace Self-Collision Culling

We show how to greatly accelerate self-collision detection (SCD) for reduced deformable models. Given a triangle mesh and a set of deformation modes, our method precomputes Subspace Self-Collision Culling (SSCC) certificates which, if satisfied, prove the absence of self-collisions for large parts of the model. At runtime, bounding volume hierarchies augmented with our certificates can aggressively cull overlap tests and reduce hierarchy updates. Our method supports both discrete and continuous SCD, can handle complex geometry, and makes no assumptions about geometric smoothness or normal bounds. It is particularly effective for simulations with modest subspace deformations, where it can often verify the absence of self-collisions in constant time. Our certificates enable low amortized costs, in time and across many objects in multi-body dynamics simulations. Finally, SSCC is effective enough to support self-collision tests at audio rates, which we demonstrate by producing the first sound simulations of clattering objects.

Subspace Self-Collision Culling

Example-Based Wrinkle Synthesis for Clothing Animation

This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure’s body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous collision contact and small wrinkles, that can be troublesome for traditional cloth simulation methods. Based on the observation that the wrinkles in close-fitting clothing behave in a predominantly kinematic fashion, we have developed an example-based wrinkle synthesis technique. Our method drives wrinkle generation from the pose of the figure’s kinematic skeleton. This approach allows high quality clothing wrinkles to be combined with a coarse cloth simulation that computes the global and dynamic aspects of the clothing motion. While the combined results do not exactly match a high-resolution reference simulation, they do capture many of the characteristic fine-scale features and wrinkles. Further, the combined system runs at interactive rates, making it suitable for applications where high-resolution offline simulations would not be a viable option. The wrinkle synthesis method uses a precomputed database built by simulating the high-resolution clothing as the articulated figure is moved over a range of poses. In principle, the space of poses is exponential in the total number of degrees of freedom; however clothing wrinkles are primarily affected by the nearest joints, allowing each joint to be processed independently. During synthesis, mesh interpolation is used to consider the influence of multiple joints, and combined with a coarse simulation to produce the final results at interactive rates.

Example-Based Wrinkle Synthesis for Clothing Animation

Star-Contours for Efficient Hierarchical Self-Collision Detection

Collision detection is a problem that has often been addressed efficiently with the use of hierarchical culling data structures. In the subproblem of self-collision detection for triangle meshes, however, such hierarchical data structures lose much of their power, because triangles adjacent to each other cannot be distinguished from actually colliding ones unless individually tested. Shape regularity of surface patches, described in terms of orientation and contour conditions, was proposed long ago as a culling criterion for hierarchical self-collision detection. However, to date, algorithms based on shape regularity had to trade conservativeness for efficiency, because there was no known algorithm for efficiently performing 2D contour self-intersection tests. In this paper, we introduce a star-contour criterion that is amenable to hierarchical computations. Together with a thorough analysis of the tree traversal process in hierarchical self-collision detection, it has led us to novel hierarchical data structures and algorithms for efficient yet conservative self-collision detection. We demonstrate the application of our algorithm to several example animations, and we show that it consistently outperforms other approaches.

Star-Contours for Efficient Hierarchical Self-Collision Detection

Physics-Inspired Topology Changes for Thin Fluid Features

We propose a mesh-based surface tracking method for fluid animation that both preserves fine surface details and robustly adjusts the topology of the surface in the presence of arbitrarily thin features like sheets and strands. We replace traditional re-sampling methods with a convex hull method for connecting surface features during topological changes. This technique permits arbitrarily thin fluid features with minimal re-sampling errors by reusing points from the original surface. We further reduce re-sampling artifacts with a subdivision-based mesh-stitching algorithm, and we use a higher order interpolating subdivision scheme to determine the location of any newly-created vertices. The resulting algorithm efficiently produces detailed fluid surfaces with arbitrarily thin features while maintaining a consistent topology with the underlying fluid simulation.

Physics-Inspired Topology Changes for Thin Fluid Features

A Multiscale Approach to Mesh-based Surface Tension

We present an approach to simulate flows driven by surface tension based on triangle meshes. Our method consists of two simulation layers: the first layer is an Eulerian method for simulating surface tension forces that is free from typical strict time step constraints. The second simulation layer is a Lagrangian finite element method that simulates sub-grid scale wave details on the fluid surface. The surface wave simulation employs an unconditionally stable, symplectic time integration method that allows for a high propagation speed due to strong surface tension. Our approach can naturally separate the grid- and sub-grid scales based on a volume-preserving mean curvature flow. As our model for the sub-grid dynamics enforces a local conservation of mass, it leads to realistic pinch off and merging effects. In addition to this method for simulating dynamic surface tension effects, we also present an efficient non-oscillatory approximation for capturing damped surface tension behavior. These approaches allow us to efficiently simulate complex phenomena associated with strong surface tension, such as Rayleigh-Plateau instabilities and crown splashes, in a short amount of time.

A Multiscale Approach to Mesh-based Surface Tension

Unified Simulation of Elastic Rods, Shells, and Solids

We develop an accurate, unified treatment of elastica. Following the method of resultant-based formulation to its logical extreme, we derive a higher-order integration rule, or elaston, measuring stretching, shearing, bending, and twisting along any axis. The theory and accompanying implementation do not distinguish between forms of different dimension (solids, shells, rods), nor between manifold regions and non-manifold junctions. Consequently, a single code accurately models a diverse range of elastoplastic behaviors, including buckling, writhing, cutting and merging. Emphasis on convergence to the continuum sets us apart from early unification efforts.

Unified Simulation of Elastic Rods, Shells, and Solids