Fluid Directed Rigid Body Control Using Deep Reinforcement Learning

Yunsheng Tian, Pingchuan Ma, Zherong Pan, Bo Ren, and Dinesh Manocha

We present a learning-based method to control a coupled 2D system involving both fluid and rigid bodies. Our approach is used to modify the fluid/rigid simulator’s behavior by applying control forces only at the simulation domain boundaries. The rest of the domain, corresponding to the interior, is governed by the Navier-Stokes equation for fluids and Newton-Euler’s equation for the rigid bodies. We represent our controller using a general neural-net, which is trained using deep reinforcement learning. Our formulation decomposes a control task into two stages: a precomputation training stage and an online generation stage. We utilize various fluid properties, e.g., the liquid’s velocity field or the smoke’s density field, to enhance the controller’s performance. We set up our evaluation benchmark by letting controller drive fluid jets move on the domain boundary and allowing them to shoot fluids towards a rigid body to accomplish a set of challenging 2D tasks such as keeping a rigid body balanced, playing a two-player ping-pong game, and driving a rigid body to sequentially hit specified points on the wall. In practice, our approach can generate physically plausible animations.

Fluid Directed Rigid Body Control Using Deep Reinforcement Learning

Eulerian-on-Lagrangian Cloth Simulation

Nicholas J. Weidner, Kyle Piddington, David I. W. Levin, Shinjiro Sueda

We resolve the long-standing problem of simulating the contact-mediated interaction of cloth and sharp geometric features by introducing an Eulerian-on-Lagrangian (EOL) approach to cloth simulation. Unlike traditional Lagrangian approaches to cloth simulation, our EOL approach permits bending exactly at and sliding over sharp edges, avoiding parasitic locking caused by over-constraining contact constraints. Wherever the cloth is in contact with sharp features, we insert EOL vertices into the cloth, while the rest of the cloth is simulated in the standard Lagrangian fashion. Our algorithm manifests as new equations of motion for EOL vertices, a contact-conforming remesher, and a set of simple constraint assignment rules, all of which can be incorporated into existing state-of-the-art cloth simulators to enable smooth, inequality-constrained contact between cloth and objects in the world.

Eulerian-on-Lagrangian Cloth Simulation

Tetrahedral Meshing in the Wild

Yixin Hu, Qingnan Zhou, Xifeng Gao, Alec Jacobson, Denis Zorin, Daniele Panozzo

We propose a novel tetrahedral meshing technique that is unconditionally robust, requires no user interaction, and can directly convert a triangle soup into an analysis-ready volumetric mesh. The approach is based on several core principles: (1) initial mesh construction based on a fully robust, yet efficient, filtered exact computation (2) explicit (automatic or user-defined) tolerancing of the mesh relative to the surface input (3) iterative mesh improvement with guarantees, at every step, of the output validity. The quality of the resulting mesh is a direct function of the target mesh size and allowed tolerance: increasing allowed deviation from the initial mesh and decreasing the target edge length both lead to higher mesh quality. Our approach enables black-box analysis, i.e., it allows to automatically solve partial differential equations on geometrical models available in the wild, offering a robustness and reliability comparable to, e.g., image processing algorithms, opening the door to automatic, large scale processing of real-world geometric data.

Tetrahedral Meshing in the Wild

A Multi-Scale Model for Simulating Liquid-Fabric Interactions

Raymond (Yun) Fei, Christopher Batty, Eitan Grinspun, Changxi Zheng

We propose a method for simulating the complex dynamics of partially and fully saturated woven and knit fabrics interacting with liquid, including the effects of buoyancy, nonlinear drag, pore (capillary) pressure, dripping, and convection-diffusion. Our model evolves the velocity fields of both the liquid and solid relying on mixture theory, as well as tracking a scalar saturation variable that affects the pore pressure forces in the fluid. We consider the porous microstructure implied by the fibers composing individual threads, and use it to derive homogenized drag and pore pressure models that faithfully reflect the anisotropy of fabrics. In addition to the bulk liquid and fabric motion, we derive a quasi-static flow model that accounts for liquid spreading within the fabric itself. Our implementation significantly extends standard numerical cloth and fluid models to support the diverse behaviors of wet fabric, and includes a numerical method tailored to cope with the challenging nonlinearities of the problem. We explore a range of fabric-water interactions to validate our model, including challenging animation scenarios involving splashing, wringing, and collisions with obstacles, along with qualitative comparisons against simple physical experiments.

A Multi-Scale Model for Simulating Liquid-Fabric Interactions

A Moving Least Squares Material Point Method with Displacement Discontinuity and Two-Way Rigid Body Coupling

Yuanming Hu, Yu Fang, Ziheng Ge, Ziyin Qu, Yixin Zhu, Andre Pradhana, Chenfanfu Jiang

In this paper, we introduce the Moving Least Squares Material Point Method (MLS-MPM). MLS-MPM naturally leads to the formulation of Affine Particle-In-Cell (APIC) [Jiang et al. 2015] and Polynomial Particle-In-Cell [Fu et al. 2017] in a way that is consistent with a Galerkin-style weak form discretization of the governing equations. Additionally, it enables a new stress divergence discretization that eortlessly allows all MPM simulations to run two times faster than before. We also develop a Compatible Particle-In-Cell (CPIC) algorithm on top of MLS-MPM. Utilizing a colored distance field representation and a novel compatibility condition for particles and grid nodes, our framework enables the simulation of various new phenomena that are not previously supported by MPM, including material cutting, dynamic open boundaries, and two-way coupling with rigid bodies. MLS-MPM with CPIC is easy to implement and friendly to performance optimization.

A Moving Least Squares Material Point Method with Displacement Discontinuity and Two-Way Rigid Body Coupling

Animating Fluid Sediment Mixture in Particle-Laden Flows

Ming Gao, Andre Pradhana-Tampubolon, Xuchen Han, Qi Guo, Grant Kot, Eftychios Sifakis, Chenfanfu Jiang

In this paper, we present a mixed explicit and semi-implicit Material Point Method for simulating particle-laden flows. We develop a Multigrid Preconditioned fluid solver for the Locally Averaged Navier-Stokes equation. This is discretized purely on a semi-staggered standard MPM grid. Sedimentation is modeled with the Drucker-Prager elastoplasticity flow rule, enhanced by a novel particle density estimation method for converting particles between representations of either continuum or discrete points. Fluid and sediment are two-way coupled through a momentum exchange force that can be easily resolved with two MPM background grids. We present various results to demonstrate the efficacy of our method.

Animating Fluid Sediment Mixture in Particle-Laden Flows

tempoGAN: A Temporally Coherent, Volumetric GAN for Super-resolution Fluid Flow

You Xie, Erik Franz, MengYu Chu, Nils Thuerey

We propose a temporally coherent generative model addressing the super-resolution problem for fluid flows. Our work represents a first approach to synthesize four-dimensional physics fields with neural networks. Based on a conditional generative adversarial network that is designed for the inference of three-dimensional volumetric data, our model generates consistent and detailed results by using a novel temporal discriminator, in addition to the commonly used spatial one. Our experiments show that the generator is able to infer more realistic high-resolution details by using additional physical quantities, such as low-resolution velocities or vorticities. Besides improvements in the training process and in the generated outputs, these inputs offer means for artistic control as well. We additionally employ a physics-aware data augmentation step, which is crucial to avoid overfitting and to reduce memory requirements. In this way, our network learns to generate advected quantities with highly detailed, realistic, and temporally coherent features. Our method works instantaneously, using only a single time-step of low-resolution fluid data. We demonstrate the abilities of our method using a variety of complex inputs and applications in two and three dimensions.

tempoGAN: A Temporally Coherent, Volumetric GAN for Super-resolution Fluid Flow

Water Surface Wavelets

Stefan Jeschke, Tomáš Skřivan, Matthias Müller-Fischer, Nuttapong Chentanez, Miles Macklin, Chris Wojtan

The current state of the art in real-time two-dimensional water wave simulation requires developers to choose between efficient Fourier-based methods, which lack interactions with moving obstacles, and finite-difference or finite element methods, which handle environmental interactions but are significantly more expensive. This paper attempts to bridge this long-standing gap between complexity and performance, by proposing a new wave simulation method that can faithfully simulate wave interactions with moving obstacles in real time while simultaneously preserving minute details and accommodating very large simulation domains. Previous methods for simulating 2D water waves directly compute the change in height of the water surface, a strategy which imposes limitations based on the CFL condition (fast moving waves require small time steps) and Nyquist’s limit (small wave details require closely-spaced simulation variables). This paper proposes a novel wavelet transformation that discretizes the liquid motion in terms of amplitude-like functions that vary over {\em space, frequency, and direction}, effectively generalizing Fourier-based methods to handle local interactions. Because these new variables change much more slowly over space than the original water height function, our change of variables drastically reduces the limitations of the CFL condition and Nyquist limit, allowing us to simulate highly detailed water waves at very large visual resolutions. Our discretization is amenable to fast summation and easy to parallelize. We also present basic extensions like pre-computed wave paths and two-way solid fluid coupling. Finally, we argue that our discretization provides a convenient set of variables for artistic manipulation, which we illustrate with a novel wave-painting interface.

Water Surface Wavelets

PSCC: Parallel Self-Collision Culling with Spatial Hashing on GPUs

Min Tang, Zhongyuan Liu,, Ruofeng Tong, Dinesh Manocha

We present a GPU-based self-collision culling method (PSCC) based on a combination of normal cone culling and spatial hashing techniques. We first describe a normal cone test front (NCTF) based parallel algorithm that maps well to GPU architectures. We use sprouting and shrinking operators to maintain compact NCTFs. Moreover, we use the NCTF nodes to efficient build an enhanced spatial hashing for triangles meshes and use that for inter-object and intra-object collisions. Compared with conventional spatial hashing, our approach provides higher culling efficiency and reduces the cost of narrow phrase culling. As compared to prior GPU-based parallel collision detection algorithm, our approach demonstrates 6?8X speedup. We also present an efficient approach for GPU-based cloth simulation based on PSCC. In practice, our GPU-based cloth simulation takes about one second per frame on complex scenes with tens or hundreds of thousands of triangles, and is about 4-6X faster than prior GPU-based simulation algorithms.

PSCC: Parallel Self-Collision Culling with Spatial Hashing on GPUs

Real-Time Virtual Pipes Simulation and Modeling for Small-Scale Shallow Water

François Dagenais, Julián Guzmán, Valentin Vervondel, Alexander Hay, Sébastien Delorme, David Mould, and Eric Paquette

We propose an approach for real-time shallow water simulation, building upon the virtual pipes model with multi-layered heightmaps. Our approach introduces the use of extended pipes which resolve flow through fully-flooded passages, which is not possible using current multi-layered techniques. We extend the virtual pipe method with a physically-based viscosity model that is both fast and stable. Our viscosity model is integrated implicitly without the expense of solving a large linear system. The liquid is rendered as a triangular mesh surface built from a heightmap. We propose a novel surface optimization approach that prevents interpenetrations of the liquid surface with the underlying terrain geometry. To improve the realism of small-scale scenarios, we present a meniscus shading approach that adjusts the liquid surface normals based on a distance field. Our approach runs in real time on various scenarios of roughly 10×10 cm at a resolution of 0.5 mm with up to five layers.

Real-Time Virtual Pipes Simulation and Modeling for Small-Scale Shallow Water