A Harmonic Balance Approach for Designing Compliant Mechanical Systems with Nonlinear Periodic Motions

Pengbin Tang, Jonas Zehnder, Stelian Coros, Bernhard Thomaszewski We present a computational method for designing compliant mechanical systems that exhibit large-amplitude oscillations. The technical core of our approach is an optimization-driven design tool that combines sensitivity analysis for optimization with the Harmonic Balance Method for simulation. By establishing dynamic force equilibrium in the frequency domain, […]

Higher-Order Finite Elements for Embedded Simulation

Andreas Longva, Fabian Löschner, Tassilo Kugelstadt, José Antonio Fernández-Fernández, Jan Bender As demands for high-fidelity physics-based animations increase, the need for accurate methods for simulating deformable solids grows. While higher-order finite elements are commonplace in engineering due to their superior approximation properties for many problems, they have gained little traction in the computer graphics community. […]

An Implicit Updated Lagrangian Formulation for Liquids with Large Surface Energy

David A.B. Hyde, Steven W. Gagniere, Alan Marquez-Razon, Joseph Teran We present an updated Lagrangian discretization of surface tension forcesfor the simulation of liquids with moderate to extreme surface tension effects.The potential energy associated with surface tension is proportional to the surface area of the liquid. We design discrete forces as gradients of this energy […]

Frequency-Domain Smoke Guiding

Zahra Forootaninia, Rahul Narain We propose a simple and efficient method for guiding an Eulerian smoke simulation to match the behavior of a specified velocity field, such as a low-resolution animation of the same scene, while preserving the rich, turbulent details arising in the simulated fluid. Our method works by simply combining the high-frequency component […]

A Moving Least Square Reproducing Kernel Particle Method for Unified Multiphase Continuum Simulation

Xiao-Song Chen, Chen-Feng Li, Geng-Chen Cao, Yun-Tao Jiang and Shi-Min Hu In physically based-based animation, pure particle methods are popular due to their simple data structure, easy implementation, and convenient parallelization. As a pure particle-based method and using Galerkin discretization, the Moving Least Square Reproducing Kernel Method (MLSRK) was developed in engineering computation as a […]

ADD: Analytically Differentiable Dynamics for Multi-Body Systems with Frictional Contact

Moritz Geilinger, David Hahn, Jonas Zehnder, Moritz Bächer, Bernhard Thomaszewski, Stelian Coros We present a differentiable dynamics solver that is able to handle fric-tional contact for rigid and deformable objects within a unified framework.Through a principled mollification of normal and tangential contact forces,our method circumvents the main difficulties inherent to the non-smooth nature of frictional […]

An Adaptive Staggered-Tilted Grid for Incompressible Flow Simulation

Yuwei Xiao, Szeyu Chan, Siqi Wang, Bo Zhu, Xubo Yang Enabling adaptivity on a uniform Cartesian grid is challenging due to its highly structured grid cells and axis-aligned grid lines. In this paper, we propose a new grid structure – the adaptive staggered-tilted (AST) grid –to conduct adaptive fluid simulations on a regular discretization. The […]

A Pixel-Based Framework for Data-Driven Clothing

Ning Jin, Yilin Zhu, Zhenglin Geng, Ronald Fedkiw With the aim of creating virtual cloth deformations more similar to real world clothing, we propose a new computational framework that recasts three dimensional cloth deformation as an RGB image in a two dimensional pat-tern space. Then a three dimensional animation of cloth is equivalent to a […]

Fully Convolutional Graph Neural Networks for Parametric Virtual Try-On

Raquel Vidaurre, Igor Santesteban, Elena Garces, Dan Casas We present a learning-based approach for virtual try-on applications based on a fully convolutional graph neural network. In contrast to existing data-driven models, which are trained for a specific garment or mesh topology, our fully convolutional model can cope with a large family of garments, represented as […]

Efficient 2D Simulation on Moving 3D Surfaces

Dieter Morgenroth, Stefan Reinhardt, Daniel Weiskopf, Bernhard Eberhardt We present a method to simulate fluid flow on evolving surfaces, e.g., an oil film on a water surface. Given an animated surface (e.g., extracted from a particle-based fluid simulation) in three-dimensional space, we add a second simulation on this base animation. In general, we solve a […]