Complex Wrinkle Field Evolution

Zhen Chen, Danny M. Kaufman, Mélina Skouras, Etienne Vouga We propose a new approach for representing wrinkles, designed to capture complex and detailed wrinkle behavior on coarse triangle meshes, called Complex Wrinkle Fields. Complex Wrinkle Fields consist of an almost-everywhere-unit complex-valued phase function over the surface; a frequency one-form; and an amplitude scalar, with a […]

Generalizing Shallow Water Simulations with Dispersive Surface Waves

Stefan Jeschke, Chris Wojtan This paper introduces a novel method for simulating large bodies of water as a height field. At the start of each time step,we partition the waves into a bulk flow (which approximately satisfies the assumptions of the shallow water equations) and surface waves (which approximately satisfy the assumptions of Airy wave […]

Data-Free Learning of Reduced-Order Kinematics

Nicholas Sharp, Cristian Romero, Alec Jacobson, Etienne Vouga, Paul G. Kry, David I.W. Levin, Justin Solomon Physical systems ranging from elastic bodies to kinematic linkages are defined on high-dimensional configuration spaces, yet their typical low-energy configurations are concentrated on much lower-dimensional subspaces. This work addresses the challenge of identifying such subspaces automatically: given as input […]

A Sparse Distributed Gigascale Resolution Material Point Method

Yuxing Qiu, Samuel T. Reeve, Minchen Li, Yin Yang, Stuart R. Slattery, Chenfanfu Jiang In this article, we present a four-layer distributed simulation system and its adaptation to the Material Point Method (MPM). The system is built upon a performance portable C++ programming model targeting major High-Performance-Computing (HPC) platforms. A key ingredient of our system […]

Second-order Stencil Descent for Interior-point Hyperelasticity

Lei Lan, Minchen Li, Chenfanfu Jiang, Huamin Wang, Yin Yang In this paper, we present a GPU algorithm for finite element hyperelastic simulation. We show that the interior-point method, known to be effective for robust collision resolution, can be coupled with non-Newton procedures and be massively sped up on the GPU. Newton’s method has been […]

Physics-Informed Neural Corrector for Deformation-based Fluid Control

Jingwei Tang, Byungsoo Kim, Vinicius Azevedo, Barbara Solenthaler Controlling fluid simulations is notoriously difficult due to its high computational cost and the fact that user control inputs can cause unphysical motion. We present an interactive method for deformation-based fluid control. Our method aims at balancing the direct deformations of fluid fields and the preservation of […]

Monolithic Friction and Contact Handling for Rigid Bodies and Fluids using SPH

Timo Probst, Matthias Teschner, We propose a novel monolithic pure SPH formulation to simulate fluids strongly coupled with rigid bodies. This includes fluid incompressibility, fluid-rigid interface handling and rigid-rigid contact handling with a viable implicit particle-based dry friction formulation. The resulting global system is solved using a new accelerated solver implementation that outperforms existing fluid […]

Shortest Path to Boundary for Self-Intersecting Meshes

He Chen, Elie Diaz, Cem Yuksel We introduce a method for efficiently computing the exact shortest path to the boundary of a mesh from a given internal point in the presence of self-intersections. We provide a formal definition of shortest boundary paths for self-intersecting objects and present a robust algorithm for computing the actual shortest […]

Interactive Hair Simulation on the GPU using ADMM

Gilles Daviet We devise a local–global solver dedicated to the simulation of Discrete Elastic Rods (DER) with Coulomb friction that can fully leverage the massively parallel compute capabilities of moderns GPUs. We verify that our simulator can reproduce analytical results on recently published cantilever, bend–twist, and stick–slip experiments, while drastically decreasing iteration times for high-resolution […]

Fluid Cohomology

Hang Yin, Mohammad Sina Nabizadeh, Baichun Wu, Stephanie Wang, Albert Chern The vorticity-streamfunction formulation for incompressible inviscid fluids is the basis for many fluid simulation methods in computer graphics, including vortex methods, streamfunction solvers, spectral methods, and Monte Carlo methods. We point out that current setups in the vorticity-streamfunction formulation are insufficient at simulating fluids […]