Eulerian-on-Lagrangian Simulation

Ye Fan, Joshua Litven, David I.W. Levin, Dinesh K. Pai

We describe an Eulerian-on-Lagrangian solid simulator that reduces or eliminates many of the problems experienced by fully Eulerian methods but retains its advantages. Our method does not require the construction of an explicit object discretization and the fixed nature of the simulation mesh avoids tangling during large deformations. By introducing Lagrangian modes to the simulation we enable unbounded simulation domains and reduce the time-step restrictions which can plague Eulerian simulations. Our method features a new solver that can resolve contact between multiple objects while simultaneously distributing motion between the Lagrangian and Eulerian modes in a least-squares fashion. Our method successfully bridges the gap between Lagrangian and Eulerian simulation methodologies without having to abandon either one.

Eulerian-on-Lagrangian Simulation

SIGGRAPH 2013 Papers

SIGGRAPH 2013 papers are starting to sprout up online. As always, Ke-Sen Huang’s full list is available here. Drop me a line if you know of any relevant physics animation-related papers I’m missing so far.

 

TOG papers to be presented:

Fast Simulation of Inextensible Hair and Fur

Matthias Mueller, Tae-Young Kim, Nuttapong Chentanez

In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not present on characters in computer games or modeled with simplified textured meshes. The main difficulty of simulating hair in real time applications is the sheer number of hair strands and the fact that each hair is inextensible. Keeping thousands of deformable objects from being stretched is computationally expensive. In this paper, we present a robust method for simulating hair and fur that guarantees inextensiblity with a single iteration per frame. For an iteration count this low, existing methods either become unstable or introduce a substantial amount of stretching. Our method is geometric in nature and able to simulate thousands of inextensible hair strands in real time.

Fast Simulation of Inextensible Hair and Fur

A Prediction-Correction Approach for Stable SPH Fluid Simulation from Liquid to Rigid

Francois Dagenais, Jonathan Gagnon, Eric Paquette

The simulation of highly viscous fluids using an SPH (Smoothed Particle Hydrodynamics) approach is a tedious task. Since the equations are typically posed as stiff problems, simulating highly viscous fluids involves strong forces applied to the particles. With these strong forces, a very small time step is needed to keep the simulation stable and produce good results. The approach detailed in this paper uses an iterative prediction-correction scheme to optimize forces that act on the fluid, in order to produce a behavior that varies from liquid to solid. This approach significantly reduces the computation times when the fluid is very viscous and almost rigid. At every time step, each particle position is predicted. The deformation is then compared with a target deformation and forces are adjusted to counteract the deformation. In addition to requiring lengthy computation times and tedious adjustment of time step to maintain a stable simulation, typical SPH simulators make it difficult to achieve the desired behavior. This difficulty is caused by the highly non-linear effect that the viscosity has on the behavior of the fluid. Compared to the typical viscosity parameter which varies from zero to infinity, the proposed rigidity parameter is easier to control, providing an intuitive variation from 0 (liquid) to 1 (solid). Since simulating high viscosity fluids is subject to large computation times and instabilities, we complement the proposed model with some important improvements. Firstly, an improved time step adjustment is proposed that results in both reduced computation times and increased stability. Secondly, an implicit temperature diffusion provides stable melting and solidification, regardless of the size of the time step. Thirdly, a constraint propagation provides faster convergence of the rigid forces to visually realistic behaviors. Together, these improvements and the proposed model allow the simulation of fluids with viscous behaviors that were very difficult, if not impossible, to simulate with current SPH approaches.

A Prediction-Correction Approach for Stable SPH Fluid Simulation from Liquid to Rigid

Real-Time Fluid Effects on Surfaces using the Closest Point Method

S. Auer, C. B. MacDonald, M. Treib, J. Schneider, R. Westermann

The Closest Point Method (CPM) is a method for numerically solving partial differential equations (PDEs) on arbitrary surfaces, independent of the existence of a surface parametrization. The CPM uses a closest point representation of the surface, to solve the unmodified Cartesian version of a surface PDE in a 3D volume embedding, using simple and well-understood techniques. In this paper, we present the numerical solution of the wave equation and the incompressible Navier-Stokes equations on surfaces via the CPM, and we demonstrate surface appearance and shape variations in real-time using this method. To fully exploit the potential of the CPM, we present a novel GPU realization of the entire CPM pipeline. We propose a surface-embedding adaptive 3D spatial grid for efficient representation of the surface, and present a high-performance approach using CUDA for converting surfaces given by triangulations into this representation. For real-time performance, CUDA is also used for the numerical procedures of the CPM. For rendering the surface (and the PDE solution) directly from the closest point representation without the need to reconstruct a triangulated surface, we present a GPU ray-casting method that works on the adaptive 3D grid.

Real-Time Fluid Effects on Surfaces using the Closest Point Method

 

Position-based Methods for the Simulation of Solid Objects in Computer Graphics

Jan Bender, Matthias Müller, Miguel A. Otaduy and Matthias Teschner

The dynamic simulation of solids has a long history in computer graphics. The classical methods in this field are based on the use of forces or impulses to simulate joints between rigid bodies as well as the stretching, shearing and bending stiffness of deformable objects. In the last years the class of position-based methods has become popular in the graphics community. These kinds of methods are fast, unconditionally stable and controllable which make them well-suited for the use in interactive environments. Position-based methods are not as accurate as force based methods in general but they provide visual plausibility. Therefore, the main application areas of these approaches are virtual reality, computer games and special effects in movies.

This state of the art report covers the large variety of position-based methods that were developed in the field of deformable solids. We will introduce the concept of position-based dynamics, present dynamic simulation based on shape matching and discuss data-driven approaches. Furthermore, we will present several applications for these methods.

Position-based Methods for the Simulation of Solid Objects in Computer Graphics

Closest Point Turbulence for Liquid Surfaces

Theodore Kim, Jerry Tessendorf, Nils Thuerey

We propose a method of increasing the apparent spatial resolution of an existing liquid simulation. Previous approaches to this “up-resing” problem have focused on increasing the turbulence of the underlying velocity field. Motivated by measurements in the free surface turbulence literature, we observe that past certain frequencies, it is sufficient to perform a wave simulation directly on the liquid surface, and construct a reduced-dimensional surface-only simulation. We sidestep the considerable problem of generating a surface parameterization by employing an embedding technique known as the Closest Point Method (CPM) that operates directly on a 3D extension field. The CPM requires 3D operators, and we show that for surface operators with no natural 3D generalization, it is possible to construct a viable operator using the inverse Abel transform. We additionally propose a fast,frozen core closest point transform, and an advection method for the extension field that reduces smearing considerably. Finally, we propose two turbulence coupling methods that seed the high resolution wave simulation in visually expected regions.

Closest Point Turbulence for Liquid Surfaces

Sci-Tech Oscars

The Oscars for Scientific and Technical Achievement were announced recently, and among them are a pair of tools for physics-based animation:

  • To Theodore KimNils ThuereyMarkus Gross and Doug James for the invention, publication and dissemination of Wavelet Turbulence software.

    This technique allowed for fast, art–directable creation of highly detailed gas simulation, making it easier for the artist to control the appearance these effects in the final image.

  • To Simon ClutterbuckJames Jacobs and Dr. Richard Dorling for the development of the Tissue Physically–Based Character Simulation Framework.

    This framework faithfully and robustly simulates the effects of anatomical structures underlying a character’s skin. The resulting dynamic and secondary motions provide a new level of realism to computer–generated creatures.

Full list and further details at the Academy awards website.

Artistic Simulation of Curly Hair

Hayley Iben, Mark Meyer, Lena Petrovic, Olivier Soares, John Anderson, Andrew Witkin

We present a novel method for stably simulating stylized curly hair that addresses artistic needs and performance demands, both found in the production of feature films. To satisfy the artistic requirement of maintaining the curl’s helical shape during motion, we propose a hair model based upon an extensible elastic rod. We introduce a novel method for stably computing a frame along the hair curve, essential for stable simulation of curly hair. Our hair model introduces a novel spring for controlling the bending of the curl and another for maintaining the helical shape during extension. We also address performance concerns often associated with handling hair-hair contact interactions by efficiently parallelizing the simulation. To do so, we present a novel algorithm for pruning both hair-hair contact pairs and hair particles. Our method is in use on a full length feature film and has proven to be robust and stable over a wide range of animated motion and on a variety of hair styles, from straight to wavy to curly.

Artistic Simulation of Curly Hair

 

Simulating Liquids and Solid-Liquid Interaction with Lagrangian Meshes

Pascal Clausen, Martin Wicke, Jonathan Shewchuk, James O’Brien

This paper describes a Lagrangian finite element method that simulates the behavior of liquids and solids in a unified framework. Local mesh improvement operations maintain a high-quality tetrahedral discretization even as the mesh is advected by fluid flow. We conserve volume and momentum, locally and globally, by assigning each element an independent rest volume and adjusting it to correct for deviations during remeshing and collisions. Incompressibility is enforced with per-node pressure values, and extra degrees of freedom are selectively inserted to prevent pressure locking. Topological changes in the domain are explicitly treated with local mesh splitting and merging. Our method models surface tension with an implicit formulation based on surface energies computed on the boundary of the volume mesh. With this method we can model elastic, plastic, and liquid materials in a single mesh, with no need for explicit coupling. We also model heat diffusion and thermoelastic effects, which allow us to simulate phase changes. We demonstrate these capabilities in several fluid simulations at scales from millimeters to meters, including simulations of melting caused by external or thermoelastic heating.

Simulating Liquids and Solid-Liquid Interaction with Lagrangian Meshes