SIGGRAPH 2012

Ke-Sen’s steadily growing list of SIGGRAPH 2012 papers is here. Below is the subset of physics-based animation papers…

SIGGRAPH papers:

TOG Papers:

Continuous Penalty Forces

Min Tang, Dinesh Manocha, Miguel Otaduy, Ruofeng Tong

We present a simple algorithm to compute continuous penalty forces to determine collision response between rigid and deformable models bounded by triangle meshes. Our algorithm provides a well-behaved solution in contrast to the traditional stability and robustness problems of penalty methods, induced by force discontinuities. We trace contact features along their deforming trajectories and accumulate penalty forces along the penetration time intervals between the overlapping feature pairs. Moreover, we present a closed-form expression to compute the continuous and smooth collision response. Our method has very small additional overhead compared to previous penalty methods, while significantly improves the stability and robustness. We highlight its benefits on several benchmarks.

Continuous Penalty Forces

Fluid Simulation Using Laplacian Eigenfunctions

Tyler de Witt, Christian Lessig, Eugene Fiume

We present an algorithm for the simulation of incompressible fluid phenomena that is computationally efficient and leads to visually convincing simulations with far fewer degrees of freedom than existing approaches. Rather than using an Eulerian grid or Lagrangian elements, we represent vorticity and velocity using a basis of global functions defined over the entire simulation domain. We show that choosing Laplacian eigenfunctions for this basis provides benefits, including correspondence with spatial scales of vorticity and precise energy control at each scale. We perform Galerkin projection of the Navier-Stokes equations to derive a time evolution equation in the space of basis coefficients. Our method admits closed form solutions on simple domains but can also be implemented efficiently on arbitrary meshes.

Fluid Simulation Using Laplacian Eigenfunctions

Updated Sparse Cholesky Factors for Corotational Elastodynamics

Florian Hecht, Yeon Jin Lee, Jonathan Shewchuk, James O’Brien

We present warp-canceling corotation, a nonlinear finite element formulation for elastodynamic simulation that achieves fast performance by making only partial or delayed changes to the simulation’s linearized system matrices. Coupled with an algorithm for incremental updates to a sparse Cholesky factorization, the method realizes the stability and scalability of a sparse direct method without the need for expensive refactorization at each time step. This finite element formulation combines the widely used corotational method with stiffness warping so that changes in the per-element rotations are initially approximated by inexpensive per-node rotations. When the errors of this approximation grow too large, the per-element rotations are selectively corrected by updating parts of the matrix chosen according to locally measured errors. These changes to the system matrix are propagated to its Cholesky factor by incremental updates that are much faster than refactoring the matrix from scratch. A nested dissection ordering of the system matrix gives rise to a hierarchical factorization in which changes to the system matrix cause limited, well-structured changes to the Cholesky factor. We show examples of simulations that demonstrate that the proposed formulation produces results that are visually comparable to those produced by a standard corotational formulation. Because our method requires computing only partial updates of the Cholesky factor, it is substantially faster than full refactorization and outperforms widely used iterative methods such as preconditioned conjugate gradients. Our method supports a controlled trade-off between accuracy and speed, and unlike most iterative methods its performance does not slow for stiffer materials but rather it actually improves.

Updated Sparse Cholesky Factors for Corotational Elastodynamics

STAR: Interactive Simulation of Rigid Body Dynamics in Computer Graphics

Jan Bender, Kenny Erleben, Jeff Trinkle, Erwin Coumans

Interactive rigid body simulation is an important part of many modern computer tools. No authoring tool nor a game engine can do without. The high performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems.

This paper is a self contained state-of-the-art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which has evolved and matured over the past 20 years. The paper covers applications and the usage of interactive rigid body simulation.

Besides the mathematical and theoretical details that this paper communicates in a pedagogical manner the paper surveys common practice and reflects on applications of interactive rigid body simulation. The grand merger of interactive and off-line simulation methods is imminent, multi-core is everyman’s property. These observations pose future challenges for research which we reflect on. In perspective several avenues for possible future work is touched upon such as more descriptive models and contact point generation problems. This paper is not only a stake in the sand on what has been done, it also seeks to give newcomers practical hands on advices and reflections that can give experienced researchers afterthought for the future.

Interactive Simulation of Rigid Body Dynamics in Computer Graphics

Steady state Stokes flow interpolation for fluid control

Haimasree Bhattacharya, Michael Nielsen, Robert Bridson

Fluid control methods often require surface velocities interpolated throughout the interior of a shape to use the velocity as a feedback force or as a boundary condition. Prior methods for interpolation in computer graphics — velocity extrapolation in the normal direction and potential flow — suffer from a common problem. They fail to capture the rotational components of the velocity field, although extrapolation in the normal direction does consider the tangential component. We address this problem by casting the interpolation as a steady state Stokes flow. This type of flow captures the rotational components and is suitable for controlling liquid animations where tangential motion is pronounced, such as in a breaking wave.

Steady state Stokes flow interpolation for fluid control

Explicit Mesh Surfaces for Particle Based Fluids

Jihun Yu, Chris Wojtan, Greg Turk, Chee Yap

We introduce the idea of using an explicit triangle mesh to track the air/fluid interface in a smoothed particle hydrodynamics (SPH) simulator. Once an initial surface mesh is created, this mesh is carried forward in time using nearby particle velocities to advect the mesh vertices. The mesh connectivity remains mostly unchanged across time-steps; it is only modified locally for topology change events or for the improvement of triangle quality. In order to ensure that the surface mesh does not diverge from the underlying particle simulation, we periodically project the mesh surface onto an implicit surface defined by the physics simulation. The mesh surface gives us several advantages over previous SPH surface tracking techniques. We demonstrate a new method for surface tension calculations that clearly outperforms the state of the art in SPH surface tension for computer graphics. We also demonstrate a method for tracking detailed surface information (like colors) that is less susceptible to numerical diffusion than competing techniques. Finally, our temporally-coherent surface mesh allows us to simulate high-resolution surface wave dynamics without being limited by the particle resolution of the SPH simulation.

Explicit Mesh Surfaces for Particle Based Fluids

Multi-FLIP for Energetic Two-Phase Fluid Simulation

Landon Boyd, Robert Bridson

Physically-based liquid animations often ignore the influence of air, giving up interesting behaviour. We present a new method which treats both
air and liquid as incompressible, more accurately reproducing the reality observed at scales relevant to computer animation. The Fluid Implicit Particle (FLIP) method, already shown to effectively simulate incompressible fluids with low numerical dissipation, is extended to two-phase flow by associating a phase bit with each particle. The liquid surface is reproduced at each time step from the particle positions, which are adjusted to prevent mixing near the surface and to allow for accurate surface tension. The liquid surface is adjusted around small-scale features so they are represented in the grid-based pressure projection, while separate, loosely coupled velocity fields reduce unwanted influence between the phases. The resulting scheme is easy to implement, requires little parameter tuning and is shown to reproduce lively two-phase fluid phenomena.

Multi-FLIP for Energetic Two-Phase Fluid Simulation

PhD Theses

Efficient Computational Methods for Phyically-Based Simulation – Bernhard Thomaszewski, Tuebingen

Practical Methods for Simulation of Compressible Flow and Structure Interactions – Nipun Kwatra, Stanford

Coupled Simulation of Deformable Solids, Rigid Bodies, and Fluids – Craig Schroeder, Stanford

Strand-Based Musculotendon Simulation of the Hand – Shinjiro Sueda, UBC

Eulerian Geometric Discretizations of Manifolds and Dynamics – Patrick Mullen, Caltech

Efficient, Scalable Traffic and Compressible Fluid Simulations using Hyperbolic Models – Jason Sewall, UNC

Are there other recent ones I’m missing? Let me know.