Continuous Penalty Forces

Min Tang, Dinesh Manocha, Miguel Otaduy, Ruofeng Tong We present a simple algorithm to compute continuous penalty forces to determine collision response between rigid and deformable models bounded by triangle meshes. Our algorithm provides a well-behaved solution in contrast to the traditional stability and robustness problems of penalty methods, induced by force discontinuities. We trace […]

Updated Sparse Cholesky Factors for Corotational Elastodynamics

Florian Hecht, Yeon Jin Lee, Jonathan Shewchuk, James O’Brien We present warp-canceling corotation, a nonlinear finite element formulation for elastodynamic simulation that achieves fast performance by making only partial or delayed changes to the simulation’s linearized system matrices. Coupled with an algorithm for incremental updates to a sparse Cholesky factorization, the method realizes the stability […]

Adding Physics to Characters Using Oriented Particles

Matthias Muller, Nuttapong Chentanez We present a method to enhance the realism of animated characters by adding physically based secondary motion to deformable parts such as cloth, skin or hair. To this end, we extend the oriented particles approach to incorporate animation information. In addition, we introduce techniques to increase the stability of the original method […]

VolCCD: Fast Continuous Collision Culling Between Deforming Volume Meshes

Min Tang, Dinesh Manocha, Sung-Eui Yoon, Peng Du, Jae-Pil Heo, Ruofeng Tong We present a novel culling algorithm to perform fast and robust continuous collision detection between deforming volume meshes. This includes a continuous separating axis test that can conservatively check whether two volume meshes overlap during a given time interval. Moreover, we present efficient […]

Asynchronous Integration with Phantom Meshes

David Harmon, Qingnan Zhou, Denis Zorin Asynchronous variational integration of layered contact models provides a framework for robust collision handling, correct physical behavior, and guaranteed eventual resolution of even the most difficult contact problems. Yet, even for low-contact scenarios, this approach is significantly slower compared to its less robust alternatives — often due to handling […]

Eulerian Solid Simulation with Contact

David I. W. Levin, Joshua Litven, Garrett L. Jones, Shinjiro Sueda, Dinesh K. Pai Simulating viscoelastic solids undergoing large, nonlinear deformations in close contact is challenging. In addition to inter-object contact, methods relying on Lagrangian discretizations must handle degenerate cases by explicitly remeshing or resampling the object. Eulerian methods, which discretize space itself, provide an […]

Physics-inspired Upsampling for Cloth Simulation in Games

Ladislav Kavan, Dan Gerszewski, Peter-Pike Sloan, Adam W. Bargteil We propose a method for learning linear upsampling operators for physically-based cloth simulation, allowing us to enrich coarse meshes with mid-scale details in minimal time and memory budgets, as required in computer games. In contrast to classical subdivision schemes, our operators adapt to a specific context […]

Element-Wise Mixed Implicit-Explicit Integration for Stable Dynamic Simulation of Deformable Objects

Basil Fierz, Jonas Spillman, Matthias Harders In order to evolve a deformable object in time, the underlying equations of motion have to be numerically integrated. This is commonly done by employing either an explicit or an implicit integration scheme. While explicit methods are only stable for small time steps, implicit methods are unconditionally stable. In […]

SPH Granular Flow with Friction and Cohesion

Ivan Alduan, Miguel Otaduy Combining mechanical properties of solids and fluids, granular materials pose important challenges for the design of algorithms for realistic animation. In this paper, we present a simulation algorithm based on smoothed particle hydrodynamics (SPH) that succeeds in modeling important features of the behavior of granular materials. These features are unilateral incompressibility, […]

Physics-based Character Skinning using Multi-Domain Subspace Deformations

Theodore Kim, Doug L. James We propose a domain-decomposition method to simulate articulated deformable characters entirely within a subspace framework. The method supports quasistatic and dynamic deformations, nonlinear kinematics and materials, and can achieve interactive time-stepping rates. To avoid artificial rigidity, or “locking,” associated with coupling low-rank domain models together with hard constraints, we employ […]