Discrete Elastic Rods

We present a discrete treatment of adapted framed curves, parallel transport, and holonomy, thus establishing the language for a discrete geometric model of thin flexible rods with arbitrary cross section and undeformed configuration. Our approach differs from existing simulation techniques in the graphics and mechanics literature both in the kinematic description — we represent the material frame by its angular deviation from the natural Bishop frame — as well as in the dynamical treatment — we treat the centerline as dynamic and the material frame as quasistatic. Additionally, we describe a manifold projection method for coupling rods to rigid-bodies and simultaneously enforcing rod inextensibility. The use of quasistatics and constraints provides an efficient treatment for stiff twisting and stretching modes; at the same time, we retain the dynamic bending of the centerline and accurately reproduce the coupling between bending and twisting modes. We validate the discrete rod model via quantitative buckling, stability, and coupled-mode experiments, and via qualitative knot-tying comparisons.

Discrete Elastic Rods

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Fast Viscoelastic Behavior with Thin Features

We introduce a method for efficiently animating a wide range of deformable materials. We combine a high resolution surface mesh with a tetrahedral finite element simulator that makes use of frequent re-meshing. This combination allows for fast and detailed simulations of complex elastic and plastic behavior. We significantly expand the range of physical parameters that can be simulated with a single technique, and the results are free from common artifacts such as volume-loss, smoothing, popping, and the absence of thin features like strands and sheets. Our decision to couple a high resolution surface with low-resolution physics leads to efficient simulation and detailed surface features, and our approach to creating the tetrahedral mesh leads to an order-of-magnitude speedup over previous techniques in the time spent re-meshing. We compute masses, collisions, and surface tension forces on the scale
of the fine mesh, which helps avoid visual artifacts due to the differing mesh resolutions. The result is a method that can simulate a large array of different material behaviors with high resolution
features in a short amount of time.

Fast Viscoelastic Behaviour with Thin Features

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Animating developable surfaces using nonconforming elements

We present a new discretization for the physics-based animation of developable surfaces. Constrained to not deform at all in-plane but free to bend out-of-plane, these are an excellent approximation for many materials, including most cloth, paper, and stiffer materials. Unfortunately the conforming (geometrically continuous) discretizations used in graphics break down in this limit. Our nonconforming approach solves this problem, allowing us to simulate surfaces with zero in-plane deformation as a hard constraint. However, it produces discontinuous meshes, so we further couple this with a “ghost” conforming mesh for collision processing and rendering. We also propose a new second order accurate constrained mechanics time integration method that greatly reduces the numerical damping present in the usual first order methods used in graphics, for virtually no extra cost and sometimes significant speed-up.

Animating developable surfaces using nonconforming elements

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A Fast Simulation Method Using Overlapping Grids for Interaction Between Smoke and Rigid Objects

Recently, many techniques using computational fluid dynamics have been proposed for the simulation of natural phenomena such as smoke and fire. Traditionally, a single grid is used for computing the motion of fluids. When an object interacts with a fluid, the resolution of the grid must be sufficiently high because the shape of the object is represented by a shape sampled at the grid points. This increases the number of grid points that are required, and hence the computational cost is increased. To address this problem, we propose a method using multiple grids that overlap with each other. In addition to a large single grid (a global grid) that covers the whole of the simulation space, separate grids (local grids) are generated that surround each object. The resolution of a local grid is higher than that of the global grid. The local grids move according to the motion of the objects. Therefore, the process of resampling the shape of the object is unnecessary when the object moves. To accelerate the computation, appropriate resolutions are adaptively-determined for the local grids according to their distance from the viewpoint. Furthermore, since we use regular (orthogonal) lattices for the grids, the method is suitable for GPU implementation. This realizes the real-time simulation of interactions between objects and smoke.

A Fast Simulation Method Using Overlapping Grids for Interactions between Smoke and Rigid Objects

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Bullet Physics Update

From Erwin Coumans:

Bullet 2.68 adds rope, cloth, deformable volumes interacting with rigid bodies, and officlal iPhone SDK support.

See http://bulletphysics.com for more info, download precompiled Windows and Mac OSX demos and iPhone video.

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GDC Physics Tutorial

The slides for Erwin Coumans’ Game Developers Conference Physics Tutorial on parallel SPU physics are available for download and on-line here:

http://www.bulletphysics.com/Bullet/wordpress/uncategorized/gdc-2008-physics-tutorial-on-parallel-game-physics-for-spu

They cover parallelizing a typical collision detection and rigid body dynamics pipeline and provide links for further reading.

Thanks for Erwin for the link.

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Phun

Phun is an educational, entertaining and somewhat addictive piece of software for designing and exploring 2D multi-physics simulations in a cartoony fashion.

Phun

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Hardware-Aware Analysis and Optimization of Stable Fluids

 We perform a detailed flop and bandwidth analysis of Jos Stam’s Stable Fluids algorithm on the CPU, GPU, and Cell. In all three cases, we find that the algorithm is bandwidth bound, with the cores sitting idle up to 96% of the time. Knowing this, we propose two modifications to accelerate the algorithm. First, a Mehrstellen discretization for the pressure solver which reduces the running time of the solver by a third. Second, a static caching scheme that eliminates roughly 99% of the random lookups in the advection stage. We observe a 2x speedup in the advection stage using this scheme. Both modifications apply equally well to all three architectures.

Hardware-Aware Analysis and Optimization of Stable Fluids

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Fast Collision Detection for Deformable Models using Representative-Triangles

We present a new approach to accelerate collision detection for deformable models. Our formulation applies to all triangulated models and significantly reduces the number of elementary tests between features of the mesh, i.e., vertices, edges and faces. We introduce the notion of Representative-Triangles, standard geometric triangles augmented with mesh feature information and use this representation to achieve better collision query performance. The resulting approach can be combined with bounding volume hierarchies and works well for both inter-object and self-collision detection. We demonstrate the benefit of Representative-Triangles on continuous collision detection for cloth simulation and N-body collision scenarios. We observe up to a one-order of magnitude reduction in feature-pair tests and up to a 5X improvement in query time.

Fast Collision Detection for Deformable Models using Representative-Triangles

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Conferences 2008

The 2008 Symposium on Computer Animation will be in Dublin, Ireland from July 7-9, with paper deadline April 18.

SCA 2008

Eurographics 2008 is in Crete, Greece April 14-18.

Eurographics 2008

And of course SIGGRAPH 2008 is once again in Los Angeles, August 11-15, with paper deadline this coming Wednesday, January 23.

SIGGRAPH 2008

No word on the Workshop on Natural Phenomena yet.

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