A Large Scale Benchmark and an Inclusion-Based Algorithm for Continuous Collision Detection

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

We introduce a large-scale benchmark for continuous collision detection (CCD) algorithms, composed of queries manually constructed to highlight challenging degenerate cases and automatically generated using existing simulators to cover common cases. We use the benchmark to evaluate the accuracy, correctness, and efficiency of state-of-the-art continuous collision detection algorithms, both with and without minimal separation. We discover that, despite the widespread use of CCD algorithms, existing algorithms are either: (1) correct but impractically slow, (2) efficient but incorrect, introducing false negatives which will lead to interpenetration, or (3) correct but over conservative, reporting a large number of false positives which might lead to inaccuracies when integrated into a simulator. By combining the seminal interval root-finding algorithm introduced by Snyder in 1992 with modern predicate design techniques, we propose a simple and efficient CCD algorithm. This algorithm is competitive with state-of-the-art methods in terms of runtime while conservatively reporting the time of impact and allowing an explicit trade-off between runtime efficiency and the number of false positives reported.

A Large Scale Benchmark and an Inclusion-Based Algorithm for Continuous Collision Detection

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Learning Contact Corrections for Handle-Based Subspace Dynamics

Cristian Romero, Dan Casas, Jesús Pérez, Miguel A. Otaduy

This paper introduces a novel subspace method for the simulation of dynamic deformations. The method augments existing linear handle-based subspace formulations with nonlinear learning-based corrections parameterized by the same subspace. Together, they produce a compact nonlinear model that combines the fast dynamics and overall contact-based interaction of subspace methods, with the highly detailed deformations of learning-based methods. We propose a formulation of the model with nonlinear corrections applied on the local undeformed setting, and decoupling internal and external contact-driven corrections. We define a simple mapping of these corrections to the global setting, an efficient implementation for dynamic simulation, and a training pipeline to generate examples that efficiently cover the interaction space. Altogether, the method achieves unprecedented combination of speed and contact-driven deformation detail.

Learningn Contact Corrections for Handle-Based Subspace Dynamics

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Codimensional Incremental Potential Contact

Minchen Li, Danny M. Kaufman, Chenfanfu Jiang

We extend the incremental potential contact (IPC) model [Li et al. 2020] for contacting elastodynamics to resolve systems composed of arbitrary combinations of codimensional degrees-of-freedoms. This enables a unified, interpenetration-free, robust, and stable simulation framework that couples codimension-0,1,2, and 3 geometries seamlessly with frictional contact. Extending the IPC model to thin structures poses new challenges in computing strain, modeling thickness and determining collisions. To address these challenges we propose three corresponding contributions. First, we introduce a C2 constitutive barrier model that directly enforces strain limiting as an energy potential while preserving rest state. This provides energetically consistent strain limiting models (both isotropic and anisotropic) for cloth that enable strict satisfaction of strain-limit inequalities with direct coupling to both elastodynamics and contact via minimization of the incremental potential. Second, to capture the geometric thickness of codimensional domains we extend IPC to directly enforce distance offsets. Our treatment imposes a strict guarantee that mid-surfaces (respectively mid-lines) of shells (respectively rods) will not move closer than applied thickness values, even as these thicknesses become characteristically small. This enables us to account for thickness in the contact behavior of codimensional structures and so robustly capture challenging contacting geometries; a number of which, to our knowledge, have not been simulated before. Third, codimensional models, especially with modeled thickness, mandate strict accuracy requirements that pose a severe challenge to all existing continuous collision detection (CCD) methods. To address these limitations we develop a new, efficient, simple-to-implement additive CCD (ACCD) method that applies conservative advancement [Mirtich 1996; Zhang et al. 2006] to iteratively refine a lower bound for deforming primitives, converging to time of impact.

Codimensional Incremental Potential Contact

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Fast Linking Numbers for Topology Verification of Loopy Structures

Ante Qu, Doug L James

It is increasingly common to model, simulate, and process complex materials based on loopy structures, such as in yarn-level cloth garments, which possess topological constraints between inter-looping curves. While the input model may satisfy specific topological linkages between pairs of closed loops, subsequent processing may violate those topological conditions. In this paper, we explore a family of methods for efficiently computing and verifying linking numbers between closed curves, and apply these to applications in geometry processing, animation, and simulation, so as to verify that topological invariants are preserved during and after processing of the input models. Our method has three stages: (1) we identify potentially interacting loop-loop pairs, then (2) carefully discretize each loop’s spline curves into line segments so as to enable (3) efficient linking number evaluation using accelerated kernels based on either counting projected segment-segment crossings, or by evaluating the Gauss linking integral using direct or fast summation methods (Barnes-Hut or fast multipole methods). We evaluate CPU and GPU implementations of these methods on a suite of test problems, including yarn-level cloth and chainmail, that involve significant processing: physics-based relaxation and animation, user-modeled deformations, curve compression and reparameterization. We show that topology errors can be efficiently identified to enable more robust processing of loopy structures.

Fast Linking Numbers for Topology Verification
of Loopy Structures

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Intersection-free Rigid Body Dynamics

Zachary Ferguson, Minchen Li, Teseo Schneider, Francisca Gil-Ureta, Timothy Langlois, Chenfanfu Jiang, Denis Zorin, Danny M. Kaufman, Daniele Panozzo

We introduce the first implicit time-stepping algorithm for rigid body dynamics, with contact and friction, that guarantees intersection-free configurations at every time step. Our algorithm explicitly models the curved trajectories traced by rigid bodies in both collision detection and response. For collision detection, we propose a conservative narrow phase collision detection algorithm for curved trajectories, which reduces the problem to a sequence of linear CCD queries with minimal separation. For time integration and contact response, we extend the recently proposed incremental potential contact framework to reduced coordinates and rigid body dynamics. We introduce a benchmark for rigid body simulation and show that our approach, while less efficient than alternatives, can robustly handle a wide array of complex scenes, which cannot be simulated with competing methods, without requiring per-scene parameter tuning.

Intersection-free Rigid Body Dynamics

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Physical validation of simulators in Computer Graphics: A new framework dedicated to slender elastic structures and frictional contact

Victor Romero, Mickael Ly, Abdullah Haroon Rasheed, Raphael Charrondiere, Arnaud Lazarus, Sebastian Neukirch, Florence Bertails-Descoubes

We introduce a selected set of protocols inspired from the Soft Matter Physics community in order to validate Computer Graphics simulators of slender elastic structures possibly subject to dry frictional contact. Although these simulators were primarily intended for feature film animation and visual effects, they are more and more used as virtual design tools for predicting the shape and deformation of real objects; hence the need for a careful,quantitative validation. Our tests, experimentally verified, are designed to evaluate carefully the predictability of these simulators on various aspects,such as bending elasticity, bend-twist coupling, and frictional contact. We have passed a number of popular codes of Computer Graphics through our benchmarks by defining a rigorous, consistent, and as fair as possible methodology. Our results show that while some popular simulators for plates/shells and frictional contact fail even on the simplest scenarios, more recent ones, as well as well-known codes for rods, generally perform well and sometimes even better than some reference commercial tools of Mechanical Engineering. To make our validation protocols easily applicable to any simulator, we provide an extensive description of our methodology, and we shall distribute all the necessary model data to be compared against.

Physical validation of simulators in Computer Graphics: A new framework dedicated to slender elastic structures and frictional contact

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Systematically Differentiating Parametric Discontinuities

Sai Praveen Bangaru, Jesse Michel, Kevin Mu, Gilbert Bernstein, Tzu-Mao Li, Jonathan Ragan-Kelley

Emerging research in computer graphics, inverse problems, and machine learning requires us to differentiate and optimize parametric discontinuities. These discontinuities appear in object boundaries, occlusion, contact, and sudden change over time. In many domains, such as rendering and physics simulation, we differentiate the parameters of models that are expressed as integrals over discontinuous functions. Ignoring the discontinuities during differentiation often has a significant impact on the optimization process. Previous approaches either apply specialized hand-derived solutions, smooth out the discontinuities, or rely on incorrect automatic differentiation.  

We propose a systematic approach to differentiating integrals with discontinuous integrands, by developing a new differentiable programming language. We introduce integration as a language primitive and account for the Dirac delta contribution from differentiating parametric discontinuities in the integrand. We formally define the language semantics and prove the correctness and closure under the differentiation, allowing the generation of gradients and higher-order derivatives. We also build a system, \textsc{Teg}, implementing these semantics. Our approach is widely applicable to a variety of tasks, including image stylization, fitting shader parameters, trajectory optimization, and optimizing physical designs.

Systematically Differentiating Parametric Discontinuities

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Fire in Paradise: Mesoscale Simulation of Wildfires

T. Hädrich, D. T. Banuti, W. Pałubicki, S. Pirk, D. L. Michels.

Resulting from changing climatic conditions, wildfires have become an existential threat across various countries around the world. The complex dynamics paired with their often rapid progression renders wildfires an often disastrous natural phenomenon that is difficult to predict and to counteract. In this paper we present a novel method for simulating wildfires with the goal to realistically capture the combustion process of individual trees and the resulting propagation of fires at the scale of forests. We rely on a state-of-the-art modeling approach for large-scale ecosystems that enables us to represent each plant as a detailed 3D geometric model. We introduce a novel mathematical formulation for the combustion process of plants – also considering effects such as heat transfer, char insulation, and mass loss – as well as for the propagation of fire through the entire ecosystem. Compared to other wildfire simulations which employ geometric representations of plants such as cones or cylinders, our detailed 3D tree models enable us to simulate the interplay of geometric variations of branching structures and the dynamics of fire and wood combustion.,Our simulation runs at interactive rates and thereby provides a convenient way to explore different conditions that affect wildfires, ranging from terrain elevation profiles and ecosystem compositions to various measures against wildfires, such as cutting down trees as firebreaks, the application of fire retardant, or the simulation of rain.

Fire in Paradise: Mesoscale Simulation of Wildfires

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A Unified Second-Order Accurate in Time MPM Formulation for Simulating Viscoelastic Liquids with Phase Change

Haozhe Su*, Tao Xue*, Chengguizi Han, Chenfanfu Jiang, Mridul Aanjaneya (*Joint first authors)

We assume that the viscous forces in any liquid are simultaneously local and non-local, and introduce the extended POM-POM model [Mcleish and Larson 1998; Oishi et al. 2012; Verbeeten et al. 2001] to computer graphics to design a unified constitutive model for viscosity that generalizes prior models, such as Oldroyd-B, the Upper-convected Maxwell (UCM) model [Sadeghy et al. 2005], and classical Newtonian viscosity under one umbrella, recovering each of them with different parameter values. Implicit discretization of our model via backward Euler recovers the variational Stokes solver of [Larionov et al. 2017] for Newtonian viscosity. For greater accuracy, however, we introduce the second-order accurate Generalized Single Step Single Solve (GS4) scheme [Tamma et al. 2000; Zhou and Tamma 2004] to computer graphics, which recovers all prior second-order accurate time integration schemes to date. Using GS4 and our generalized constitutive model, we present a Material Point Method (MPM) for simulating various viscoelastic liquid behaviors, such as classical liquid rope coiling, buckling, folding, and shear thinning/thickening. In addition, we show how to couple our viscoelastic liquid simulator with the recently introduced non-Fourier heat diffusion solver [Xue et al. 2020] for simulating problems with phase change, such as melting chocolate and digital fabrication with 3D printing. While the discretization of heat diffusion is slightly different within GS4, we show that it can still be efficiently solved using an assembly-free Multigrid-preconditioned Conjugate Gradients solver. We present end-to-end 3D simulations to demonstrate the versatility of our framework.

A Unified Second-Order Accurate in Time MPM Formulation for Simulating Viscoelastic Liquids with Phase Change

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QuanTaichi: A Compiler for Quantized Simulations

Yuanming Hu, Jiafeng Liu, Xuanda Yang, Mingkuan Xu, Ye Kuang, Weiwei Xu, Qiang Dai, William T. Freeman, Fredo Durand

High-resolution simulations can deliver great visual quality, but they are often limited by available memory, especially on GPUs. We present a compiler for physical simulation that can achieve both high performance and significantly reduced memory costs, by enabling flexible and aggressive quantization. Low-precision (“quantized”) numerical data types are used and packed to represent simulation states, leading to reduced memory space and bandwidth consumption. Quantized simulation allows higher resolution simulation with less memory, which is especially attractive on GPUs. Implementing a quantized simulator that has high performance and packs the data tightly for aggressive storage reduction would be extremely labor-intensive using traditional programming languages. To make the creation of quantized simulation practical, we have developed a new set of language abstractions and a compilation system. A suite of tailored domain-specific optimizations ensure quantized simulators often run as fast as the full-precision simulators, despite the overhead of encoding-decoding the packed quantized data types. Our programming language and compiler, based on Taichi, allow developers to effortlessly switch between different full-precision and quantized simulators, to explore the full design space of quantization schemes, and ultimately to achieve a good balance between space and precision. The creation of quantized simulation with our system has large benefits in terms of memory consumption and performance. For example, on a single GPU, we can simulate a Game of Life with 20 billion cells (8× compression per pixel), an Eulerian fluid system with 421 million active voxels (1.6× compression per voxel), and a hybrid Eulerian-Lagrangian elastic object simulation with 235 million particles (1.7× compression per particle). At the same time, quantized simulations create physically plausible results. Our quantization techniques are complementary to existing acceleration approaches of physical simulation: they can be used in combination with these existing approaches, such as sparse data structures, for even higher scalability and performance.

QuanTaichi: A Compiler for Quantized Simulations

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