Adaptive Nonlinearity for Collisions in Complex Rod Assemblies

Danny M. Kaufman, Rasmus Tamstorf, Breannan Smith, Jean-Marie Aubry, Eitan Grinspun We develop an algorithm for the efficient and stable simulation of large-scale elastic rod assemblies. We observe that the time-integration step is severely restricted by a strong nonlinearity in the response of stretching modes to transversal impact, the degree of this nonlinearity varying greatly […]

Stable Orthotropic Materials

Yijing Li, Jernej Barbič Isotropic Finite Element Method (FEM) deformable object simulations are widely used in computer graphics. Several applications (wood, plants, muscles) require modeling the directional dependence of the material elastic properties in three orthogonal directions. We investigate orthotropic materials, a special class of anisotropic materials where the shear stresses are decoupled from normal […]

Projective Dynamics: Fusing Constraint Projections for Fast Simulation

Sofien Bouaziz, Sebastian Martin, Tiantian Liu, Ladislav Kavan, Mark Pauly We present a new method for implicit time integration of physical systems. Our approach builds a bridge between nodal Finite Element methods and Position Based Dynamics, leading to a simple, efficient, robust, yet accurate solver that supports many different types of constraints. We propose specially designed energy potentials that can […]

Strain-Based Dynamics

Matthias Mueller, Nuttapong Chentanez, Tae-Yong Kim, Miles Macklin We propose a new set of constraints within the Position Based Dynamics (PBD) framework that allow the control of strain in directions that are independent of the edge directions of the simulation mesh. Instead of constraining distances between points, we constrain the entries of the Green – St Venant […]

Unified Particle Physics for Real-Time Applications

Miles Macklin, Matthias Müller, Nuttapong Chentanez, and Tae-Yong Kim We present a unified dynamics framework for real-time visual effects. Using particles connected by constraints as our fundamental building block allows us to treat contact and collisions in a unified manner, and we show how this representation is flexible enough to model gases, liquids, deformable solids, […]

Space-Time Editing of Elastic Motions through Material Optimization and Reduction

Siwang Li, Jin Huang, Fernando de Goes, Xiaogang Jin, Hujun Bao, and Mathieu Desbrun We present a novel method for elastic animation editing with spacetime constraints. In a sharp departure from previous approaches, we not only optimize control forces added to a linearized dynamic model, but also optimize material properties to better match user constraints […]

Simulating Articulated Subspace Self-Contact

Yun Teng, Miguel Otaduy, Theodore Kim We present an efficient new subspace method for simulating the self-contact of articulated deformable bodies, such as characters. Self-contact is highly structured in this setting, as the limited space of possible articulations produces a predictable set of coherent collisions. Subspace methods can leverage this coherence, and have been used in the past to accelerate […]

Animating Deformable Objects using Sparse Spacetime Constraints

Christian Schulz, Christoph von Tycowicz, Hans-Peter Seidel, Klaus Hildebrandt We propose a scheme for animating deformable objects based on spacetime optimization. The main feature is that it robustly and quickly (within a few seconds) generates interesting motion from a sparse set of spacetime constraints. Providing only partial (as opposed to full) keyframes for positions and […]

Deformation Embedding for Point-Based Elastoplastic Simulation

B. Jones, S. Ward, A. Jallepalli, J. Perenia, and A. W. Bargteil We present a straightforward, easy-to-implement, point-based approach for animating elastoplastic materials. The core idea of our approach is the introduction of embedded space, the least-squares best fit of the material’s rest state into three dimensions. Nearest neighbor queries in the embedded space efficiently update […]

Physically Based Character Skinning

Crispin Deul, Jan Bender In this paper we present a novel multi-layer model for physically-based character skinning. In contrast to geometric approaches which are commonly used in the field of character skinning, physically-based methods can simulate secondary motion effects. Furthermore, these methods can handle collisions and preserve the volume of the model without the need […]