Volume Contact Constraints at Arbitrary Resolution

We introduce a new method for simulating frictional contact between volumetric objects using interpenetration volume constraints. When applied to complex geometries, our formulation results in dramatically simpler systems of equations than those of traditional mesh contact models. Contact between highly detailed meshes can be simplified to a single unilateral constraint equation, or accurately processed at […]

Anisotropic Friction for Deformable Surfaces and Solids

This paper presents a method for simulating anisotropic friction for deforming surfaces and solids. Frictional contact is a complex phenomenon that fuels research in mechanical engineering, computational contact mechanics, composite material design and rigid body dynamics, to name just a few. Many real-world materials have anisotropic surface properties. As an example, most textile materials exhibit […]

Implicit Contact Handling for Deformable Objects

We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of heterogeneous objects, all in a unified manner. We achieve dynamicsawareness through a constrained dynamics formulation […]

Hierarchical Position Based Dynamics

The Position Based Dynamics approach (PBD) recently introduced allows robust simulations of dynamic systems in real time. The simplicity of the method is due to the fact, that the solver processes the constraints one by one in a Gauss-Seidel type manner. In contrast to global Newton-Raphson solvers, the local solver can easily handle non-linear constraints […]

Algoryx and Phun, CMLabs

There seem to be quite a few companies in the business of physics simulation these days. Graham Fyffe pointed out this one to me: Algoryx focuses on 3D multi-physics simulations. They are also responsible for the Phun demo I posted a while ago, that has also been floating around YouTube.   Another company that does rigid-body […]

PixeLux's DMM

I added Pixelux Entertainment’s link on the side.  They have developed a piece of software known as DMM (for  Digital Molecular Matter),  that “is a real-time finite element system that is being used in the “Force Unleashed”, an upcoming video game by LucasArts. [They] also have a plug-in that allows people to utilize FEA-based deformation […]

Two-way Coupling of Rigid and Deformable Bodies

We propose a framework for the full two-way coupling of rigid and deformable bodies, which is achieved with both a unified time integration scheme as well as individual two-way coupled algorithms at each point of that scheme. As our algorithm is two-way coupled in every fashion, we do not require ad hoc methods for dealing […]

Image-based Collision Detection and Response between Arbitrary Volume Objects

We present a new image-based method to process contacts between objects bounded by triangular surfaces. Unlike previous methods, it relies on image-based volume minimization, which eliminates complex geometrical computations and robustly handles deep intersections.  The surfaces are rasterized in three orthogonal directions, and intersections are detected based on pixel depth and normal orientation. Per-pixel contact […]

Robust High-Resolution Cloth using Parallelism, History-Based Collisions and Accurate Friction

In this paper we simulate high resolution cloth consisting of up to 2 million triangles which allows us to achieve highly detailed folds and wrinkles. Since the level of detail is also influenced by object collision and self collision, we propose a more accurate model for cloth-object friction. We also propose a robust history-based repulsion/collision […]

Robust Treatment of Simultaneous Collisions

Robust treatment of complex collisions is a challenging problem in cloth simulation. Some state of the art methods resolve collisions iteratively, invoking a fail-safe when a bound on iteration count is exceeded. The best-known fail-safe rigidifies the contact region, causing simulation artifacts. We present a fail-safe that cancels impact but not sliding motion, considerably reducing […]