Changxi Zheng, Cornell: Physics-Based Sound Rendering for Computer Animation
Automated Constraint Placement to Maintain Pile Shape
Shu-Wei Hsu, John Keyser
We present a simulation control to support art-directable stacking designs by automatically adding constraints to stabilize the stacking structure. We begin by adapting equilibrium analysis in a local scheme to find “stable” objects of the stacking structure. Next, for stabilizing the structure, we pick suitable objects from those passing the equilibrium analysis and then restrict their DOFs by managing the insertion of constraints on them. The method is suitable for controlling stacking behavior of large scale. Results show that our control method can be used in varied ways for creating plausible animation. In addition, the method can be easily implemented as a plug-in into existing simulation solvers without changing the fundamental operations of the solvers.
Wetting Effects in Hair Simulation
Witawat Rungjiratananon, Yoshihiro Kanamori, Tomoyuki Nishita
There is considerable recent progress in hair simulations, driven by the high demands in computer animated movies. However, capturing the complex interactions between hair and water is still relatively in its infancy. Such interactions are best modeled as those between water and an anisotropic permeable medium as water can flow into and out of the hair volume biased in hair fiber direction. Modeling the interaction is further challenged when the hair is allowed to move. In this paper, we introduce a simulation model that reproduces interactions between water and hair as a dynamic anisotropic permeable material. We utilize an Eulerian approach for capturing the microscopic porosity of hair and handle the wetting effects using a Cartesian bounding grid. A Lagrangian approach is used to simulate every single hair strand including interactions with each other, yielding fine-detailed dynamic hair simulation. Our model and simulation generate many interesting effects of interactions between fine-detailed dynamic hair and water, i.e., water absorption and diffusion, cohesion of wet hair strands, water flow within the hair volume, water dripping from the wet hair strands and morphological shape transformations of wet hair.
Large-scale Fluid Simulation using Velocity-Vorticity Domain Decomposition
Abhinav Golas, Rahul Narain, Jason Sewall, Pavel Krajcevski, Pradeep Dubey, Ming Lin
Simulating fluids in large-scale scenes with appreciable quality using state-of-the-art methods can lead to high memory and compute requirements. Since memory requirements are proportional to the product of domain dimensions, simulation performance is limited by memory access, as solvers for elliptic problems are not compute-bound on modern systems. This is a significant concern for large-scale scenes. To reduce the memory footprint and memory/compute ratio, vortex singularity bases can be used. Though they form a compact bases for incompressible vector fields, robust and efficient modeling of nonrigid obstacles and free-surfaces can be challenging with these methods.
We propose a hybrid domain decomposition approach that couples Eulerian velocity-based simulations with vortex singularity simulations. Our formulation reduces memory footprint by using smaller Eulerian domains with compact vortex bases, thereby improving the memory/compute ratio, and simulation performance by more than 1000x for single phase flows as well as significant improvements for free-surface scenes. Coupling these two heterogeneous methods also affords flexibility in using the most appropriate method for modeling different scene features, as well as allowing robust interaction of vortex methods with free-surfaces and nonrigid obstacles.
Large-Scale Fluid Simulation using Velocity-Vorticity Domain Decomposition
SIGGRAPH Asia 2012 papers
- Adaptive Anisotropic Remeshing for Cloth Simulation
- Large-Scale Fluid Simulation using Velocity-Vorticity Domain Decomposition
- Staggered Meshless Solid-Fluid Coupling
- Automated Constraint Placement to Maintain Pile Shape
- Speculative Parallel Asynchronous Contact Mechanics
- Simulation of Complex Nonlinear Elastic Bodies Using Lattice Deformers
Rig-Space Physics
Fabian Hahn, Sebastian Martin, Bernhard Thomaszewski, Robert Sumner, Stelian Coros, Markus Gross
We present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animator’s rig. Our framework fits seamlessly into the workflow typically employed by artists, as our output consists of animation curves that are identical in nature to the result of manual keyframing. Artists can therefore explore the full spectrum between handcrafted animation and unrestricted physical simulation. To enhance the artist’s control, we provide a method that transforms stiffness values defined on rig parameters to a non-homogeneous distribution of material parameters for the underlying FEM model. In addition, we use automatically extracted high-level rig parameters to intuitively edit the results of our simulations, and also to speed up computation. To demonstrate the effectiveness of our method, we create compelling results by adding rich physical motions to coarse input animations. In the absence of artist input, we create realistic passive motion directly in rig space.
Efficient Simulation of Example-Based Materials
Christian Schumacher, Bernhard Thomaszewski, Stelian Coros, Sebastian Martin, Robert Sumner, Markus Gross
We present a new method for efficiently simulating art-directable deformable materials. We use example poses to define subspaces of desirable deformations via linear interpolation. As a central aspect of our approach, we use an incompatible representation for input and interpolated poses that allows us to interpolate between elements individually. This enables us to bypass costly reconstruction steps and we thus achieve significant performance improvements compared to previous work. As a natural continuation, we furthermore present a formulation of example-based plasticity. Finally, we extend the directability of example-based materials and explore a number of powerful control mechanisms. We demonstrate these novel concepts on a number of solid and shell animations including artistic deformation behaviors, cartoon physics, and example-based pose space dynamics.
Adaptive Anisotropic Remeshing for Cloth Simulation
Rahul Narain, Armin Samii, James O’Brien
We present a technique for cloth simulation that dynamically refines and coarsens triangle meshes so that they automatically conform to the geometric and dynamic detail of the simulated cloth. Our technique produces anisotropic meshes that adapt to surface curvature and velocity gradients, allowing efficient modeling of wrinkles and waves. By anticipating buckling and wrinkle formation, our technique preserves fine-scale dynamic behavior. Our algorithm for adaptive anisotropic remeshing is simple to implement, takes up only a small fraction of the total simulation time, and provides substantial computational speedup without compromising the fidelity of the simulation. We also introduce a novel technique for strain limiting by posing it as a nonlinear optimization problem. This formulation works for arbitrary non-uniform and anisotropic meshes, and converges more rapidly than existing solvers based on Jacobi or Gauss-Seidel iterations.
Synthesizing Waves from Animated Height Fields
Michael B. Nielsen, Andreas Soderstrom, Robert Bridson
Computer animated ocean waves for feature films are typically carefully choreographed to match the vision of the director and to support the telling of the story. The rough shape of these waves is established in the previsualization (previs) stage, where artists use a variety of modeling tools with fast feedback to obtain the desired look. This poses a challenge to the effects artists who must subsequently match the locked-down look of the previs waves with high-quality simulated or synthesized waves, adding the detail necessary for the final shot. We propose a set of automated techniques for synthesizing Fourier-based ocean waves that match a previs input, allowing
artists to quickly enhance the input wave animation with additional higher frequency detail that moves consistently with the coarse waves, tweak the wave shapes to flatten troughs and sharpen peaks if desired (as is characteristic of deep water waves), and compute a physically reasonable velocity field of the water analytically. These properties are demonstrated with several examples, including a previs scene from a visual effects production environment.
Interactive High-Resolution Boundary Surfaces for Deformable Bodies with Changing Topology
Jun Wu, Christian Dick, Rudiger Westermann
Recent work has demonstrated that composite finite-elements provide an effective means for physically based modeling of deformable bodies. In this paper we present a number of highly effective improvements of previous work to allow for a high-performance and high-quality simulation of boundary surfaces of deformable bodies with changing topology, for instance, due to cuts and incisions. Starting at a coarse resolution simulation grid, along a cut we perform an adaptive octree refinement of this grid down to a desired resolution and iteratively pull the fine level finite-element equations to the coarse level. In this way, the fine level dynamics can be approximated with a small number of degrees of freedom at the coarse level. By embedding the hierarchical adaptive composite finite-element scheme into a geometric multigrid solver, and by exploiting the fact that during cutting only a small number of cells are modified in each time step, high update rates can be achieved for high resolution surfaces at very good approximation quality. To construct a high quality surface that is accurately aligned with a cut, we employ the dual-contouring approach on the fine resolution level, and we instantly bind the constructed triangle mesh to the coarse grid via geometric constrains.
Interactive High-Resolution Boundary Surfaces for Deformable Bodies with Changing Topology