Embedded Thin Shells for Wrinkle Simulation

Olivier Remillard, Paul G. Kry

We present a new technique for simulating high resolution surface wrinkling deformations of composite objects consisting of a soft interior and a harder skin. We combine high resolution thin shells with coarse finite element lattices and define frequency based constraints that allow the formation of wrinkles with properties matching those predicted by the physical parameters of the composite object. Our two-way coupled model produces the expected wrinkling behavior without the computational expense of a large number of volumetric elements to model deformations under the surface. We use C1 quadratic shape functions for the interior deformations, allowing very coarse resolutions to model the overall global deformation efficiently, while avoiding visual artifacts of wrinkling at discretization boundaries. We demonstrate that our model produces wrinkle wavelengths that match both theoretical predictions and high resolution volumetric simulations. We also show example applications in simulating wrinkles on passive objects, such as furniture, and for wrinkles on faces in character animation.

Embedded Thin Shells for Wrinkle Simulation

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Eurographics 2013

Better late than never!

 

STAR report:

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SCA 2013

The SCA 2013 program is up. Physics animation papers…

Full papers:

 

Short papers:

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Efficient GPU data structures and methods to solve sparse linear systems in dynamics applications

Daniel Weber, Jan Bender, Markus Schnoes, Andre Stork and Dieter Fellner

We present GPU data structures and algorithms to efficiently solve sparse linear systems which are typically required in simulations of multibody systems and deformable bodies. Thereby, we introduce an efficient sparse matrix data structure that can handle arbitrary sparsity patterns and outperforms current state-of-the-art implementations for sparse matrix vector multiplication. Moreover, an efficient method to construct global matrices on the GPU is presented where hundreds of thousands of individual element contributions are assembled in a few milliseconds. A finite element based method for the simulation of deformable solids as well as an impulse-based method for rigid bodies are introduced in order to demonstrate the advantages of the novel data structures and algorithms. These applications share the characteristic that a major computational effort consists of building and solving systems of linear equations in every time step. Our solving method results in a speed-up factor of up to 13 in comparison to other GPU methods.

Efficient GPU data structures and methods to solve sparse linear systems in dynamics applications

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Synthetic Controllable Turbulence Using Robust Second Vorticity Confinement

Shengfeng He, Rynson W. H. Lau

Capturing fine details of turbulence on a coarse grid is one of the main tasks in real-time fluid simulation. Existing methods for doing this have various limitations. In this paper, we propose a new turbulence method that uses a refined Second Vorticity Confinement method, referred to as Robust Second Vorticity Confinement, and a synthesis scheme to create highly turbulent effects from coarse grid. The new technique is sufficiently stable to efficiently produce highly turbulent flows, while allowing intuitive control of vortical structures. Second Vorticity Confinement captures and defines the vortical features of turbulence on a coarse grid. However, due to the stability problem, it cannot be used to produce highly turbulent flows. In this work, we propose a robust formulation to improve the stability problem by making the positive diffusion term to vary with helicity adaptively. In addition, we also employ our new method to procedurally synthesize the high resolution flow fields. As shown in our results, this approach produces stable high resolution turbulence very efficiently.

Synthetic Controllable Turbulence Using Robust Second Vorticity Confinement

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Super Space Clothoids

Romain Casati, Florence Bertails-Descoubes

Thin elastic filaments in real world such as vine tendrils, hair ringlets or curled ribbons often depict a very smooth, curved shape that low-order rod models — e.g., segment-based rods — fail to reproduce accurately and compactly. In this paper, we push forward the investigation of high-order models for thin, inextensible elastic rods by building the dynamics of a G2-continuous piecewise 3D clothoid: a smooth space curve with piecewise affine curvature. With the aim of precisely integrating the rod kinematic problem, for which no closed-form solution exists, we introduce a dedicated integration scheme based on power series expansions. It turns out that our algorithm reaches machine precision orders of magnitude faster compared to classical numerical integrators. This property, nicely preserved under simple algebraic and differential operations, allows us to compute all spatial terms of the rod kinematics and dynamics in both an efficient and accurate way. Combined with a semi-implicit time-stepping scheme, our method leads to the efficient and robust simulation of arbitrary curly filaments that exhibit rich, visually pleasing configurations and motion. Our approach was successfully applied to generate various scenarios such as the unwinding of a curled ribbon as well as the aesthetic animation of spiral-like hair or the fascinating growth of twining plants.

Super Space Clothoids

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Adaptive Fracture Simulation of Multi-Layered Thin Plates

Oleksiy Busaryev, Tamal K. Dey, Huamin Wang

The fractures of thin plates often exhibit complex physical behaviors in the real world. In particular, fractures caused by tearing are different from fractures caused by in-plane motions. In this paper, we study how to make thin-plate fracture animations more realistic from three perspectives. We propose a stress relaxation method, which is applied to avoid shattering artifacts after generating each fracture cut. We formulate a fracture-aware remeshing scheme based on constrained Delaunay triangulation, to adaptively provide more fracture details. Finally, we use our multi-layered model to simulate complex fracture behaviors across thin layers. Our experiment shows that the system can efficiently and realistically simulate the fractures of multi-layered thin plates.

Adaptive Fracture Simulation of Multi-Layered Thin Plates

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Modeling Friction and Air Effects between Cloth and Deformable Bodies

Zhili Chen, Renguo Feng, Huamin Wang

Real-world cloth exhibits complex behaviors when it contacts deformable bodies. In this paper, we study how to improve the simulation of cloth-body interactions from three perspectives: collision, friction, and air pressure. We propose an efficient and robust algorithm to detect the collisions between cloth and deformable bodies, using the surface traversal technique. We develop a friction measurement device and we use it to capture frictional data from real-world experiments. The derived friction model can realistically handle complex friction properties of cloth, including anisotropy and nonlinearity. To produce pressure effects caused by the air between cloth and deformable bodies, we define an air mass field on the cloth layer and we use real-world air permeability data to animate it over time. Our results demonstrate the efficiency and accuracy of our system in simulating objects with a three-layer structure (i.e., a cloth layer, an air layer, and an inner body layer), such as pillows, comforters, down jackets, and stuffed toys.

Modeling Friction and Air Effects between Cloth and Deformable Bodies

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Highly Adaptive Liquid Simulations on Tetrahedral Meshes

Ryoichi Ando, Nils Thürey and Chris Wojtan

We introduce a new method for efficiently simulating liquid with extreme amounts of spatial adaptivity. Our method combines several key components to drastically speed up the simulation of large-scale fluid phenomena: We leverage an alternative Eulerian tetrahedral mesh discretization to significantly reduce the complexity of the pressure solve while increasing the robustness with respect to element quality and removing the possibility of locking. Next, we enable subtle free-surface phenomena by deriving novel second-order boundary conditions consistent with our discretization. We couple this discretization with a spatially adaptive Fluid-Implicit Particle (FLIP) method, enabling efficient, robust, minimally-dissipative simulations that can undergo sharp changes in spatial resolution while minimizing artifacts. Along the way, we provide a new method for generating a smooth and detailed surface from a set of particles with variable sizes. Finally, we explore several new sizing functions for determining spatially adaptive simulation resolutions, and we show how to couple them to our simulator. We combine each of these elements to produce a simulation algorithm that is capable of creating animations at high maximum resolutions while avoiding common pitfalls like inaccurate boundary conditions and inefficient computation.

Highly Adaptive Liquid Simulations on Tetrahedral Meshes

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A Two-Continua Approach to Eulerian Simulation of Water Spray

Michael B. Nielsen, Ole Osterby

Physics based simulation of the dynamics of water spray – water droplets dispersed in air – is a means to increase the visual plausibility of computer graphics modeled phenomena such as waterfalls, water jets and stormy seas. Spray phenomena are frequently encountered by the visual effects industry and often challenge state of the art methods. Current spray simulation pipelines typically employ a combination of Lagrangian (particle) and Eulerian (volumetric) methods – the Eulerian methods being used for parts of the spray where individual droplets are not apparent. However, existing Eulerian methods in computer graphics are based on gas solvers that will for example exhibit hydrostatic equilibrium in certain scenarios where the air is expected to rise and the water droplets fall. To overcome this problem, we propose to simulate spray in the Eulerian domain as a two-way coupled two-continua of air and water phases co-existing at each point in space. The fundamental equations originate in applied physics and we present a number of contributions that make Eulerian two-continua spray simulation feasible for computer graphics applications. The contributions include a Poisson equation that fits into the operator splitting methodology as well as (semi-)implicit discretizations of droplet diffusion and the drag force with improved stability properties. As shown by several examples, our approach allows us to more faithfully capture the dynamics of spray than previous Eulerian methods.

A Two-Continua Approach to Eulerian Simulation of Water Spray

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