Thin Skin Elastodynamics

Duo Li, Shinjiro Sueda, Debanga R. Neog, Dinesh K. Pai We present a novel approach to simulating thin hyperelastic skin. Real human skin is only a few millimeters thick. It can stretch and slide over underlying body structures such as muscles, bones, and tendons, revealing rich details of a moving character. Simulating such skin is […]

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 […]

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 […]

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 […]

Robust Inside-Outside Segmentation using Generalized Winding Numbers

Alec Jacobson, Ladislav Kavan, Olga Sorkine-Hornung Solid shapes in computer graphics are often represented with boundary descriptions, e.g. triangle meshes, but animation, physically-based simulation, and geometry processing are more realistic and accurate when explicit volume representations are available. Tetrahedral meshes which exactly contain (interpolate) the input boundary description are desirable but difficult to construct for […]

Interactive Authoring of Simulation-Ready Plants

Yili Zhao, Jernej Barbič Physically based simulation can produce quality motion of plants, but requires an authoring stage to convert plant “polygon soup” triangle meshes to a format suitable for physically based simulation. We give a system that can author complex simulation-ready plants in a manner of minutes. Our system decomposes the plant geometry, establishes […]

Near-exhaustive Precomputation of Secondary Cloth Effects

Doyub Kim, Woojong Koh, Rahul Narain, Kayvon Fatahalian, Adrien Treuille, James F. O’Brien The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute “everything” about a complex space. In this paper, we challenge that assumption by using several thousand CPU-hours to perform a massive exploration […]

Eulerian-on-Lagrangian Simulation

Ye Fan, Joshua Litven, David I.W. Levin, Dinesh K. Pai We describe an Eulerian-on-Lagrangian solid simulator that reduces or eliminates many of the problems experienced by fully Eulerian methods but retains its advantages. Our method does not require the construction of an explicit object discretization and the fixed nature of the simulation mesh avoids tangling during large […]

Position-based Methods for the Simulation of Solid Objects in Computer Graphics

Jan Bender, Matthias Müller, Miguel A. Otaduy and Matthias Teschner The dynamic simulation of solids has a long history in computer graphics. The classical methods in this field are based on the use of forces or impulses to simulate joints between rigid bodies as well as the stretching, shearing and bending stiffness of deformable objects. […]

Vega: Non-Linear FEM Deformable Object Simulator

Fun Shing Sin, Daniel Schroeder, Jernej Barbic This practice and experience paper describes a robust C++ implementation of several non-linear solid three-dimensional deformable object strategies commonly employed in computer graphics, named the Vega finite element method (FEM) simulation library. Deformable models supported include co-rotational linear FEM elasticity, Saint–Venant Kirchhoff FEM model, mass–spring system and invertible […]