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 […]

Spline Joints for Multibody Dynamics

Spline joints are a novel class of joints that can model general scleronomic constraints for multibody dynamics based on the minimalcoordinates formulation. The main idea is to introduce spline curves and surfaces in the modeling of joints: We model 1-DOF joints using splines on SE(3), and construct multi-DOF joints as the product of exponentials of […]

Bullet Physics Update

From Erwin Coumans: Bullet 2.68 adds rope, cloth, deformable volumes interacting with rigid bodies, and officlal iPhone SDK support. See http://bulletphysics.com for more info, download precompiled Windows and Mac OSX demos and iPhone video.

GDC Physics Tutorial

The slides for Erwin Coumans’ Game Developers Conference Physics Tutorial on parallel SPU physics are available for download and on-line here: http://www.bulletphysics.com/Bullet/wordpress/uncategorized/gdc-2008-physics-tutorial-on-parallel-game-physics-for-spu They cover parallelizing a typical collision detection and rigid body dynamics pipeline and provide links for further reading. Thanks for Erwin for the link.

Phun

Phun is an educational, entertaining and somewhat addictive piece of software for designing and exploring 2D multi-physics simulations in a cartoony fashion. Phun

A Fast and Stable Penalty Method for Rigid Body Simulation

Two methods have been used extensively to model resting contact for rigid body simulation. The first approach, the penalty method, applies virtual springs to surfaces in contact to minimize interpenetration. This method, as typically implemented, results in oscillatory behavior and considerable penetration. The second approach, based on formulating resting contact as a linear complementarity problem, […]

And Another Thesis

Claude Lacoursiere’s thesis on variational techniques for rigid bodies: Ghosts and Machines: regularized variational methods for interactive simulations of multibodies with dry frictional contacts

Some Theses…

Frank Losasso’s PhD thesis on fluid simulation, which contains previously unpublished work on coupling together SPH and level set based fluid simulations: Algorithms for Increasing the Efficiency and Fidelity of Fluid Simulation Eftychios Sifakis’ PhD thesis on face, muscle, speech, and surgery simulation: Algorithmic Aspects of the Simulation and Control of Computer Generated Human Anatomy […]

Animating Corrosion and Erosion

In this paper, we present a simple method for animating natural phenomena such as erosion, sedimentation, and acidic corrosion. We discretize the appropriate physical or chemical equations using finite differences, and we use the results to modify the shape of a solid body. We remove mass from an object by treating its surface as a […]