Chemomechanical Simulation of Soap Film Flow on Spherical Bubbles

Weizhen Huang, Julian Iseringhausen, Tom Kneiphof, Ziyin Qu, Chenfanfu Jiang, Matthias B. Hullin

Soap bubbles are widely appreciated for their fragile nature and their colorful appearance. The natural sciences and, in extension, computer graphics, have comprehensively studied the mechanical behavior of films and foams, as well as the optical properties of thin liquid layers. In this paper, we focus on the dynamics of material flow within the soap film, which results in fascinating, extremely detailed patterns. This flow is characterized by a complex coupling between surfactant concentration and Marangoni surface tension. We propose a novel chemomechanical simulation framework rooted in lubrication theory, which makes use of a custom semi-Lagrangian advection solver to enable the simulation of soap film dynamics on spherical bubbles both in free flow as well as under body forces such as gravity or external air flow. By comparing our simulated outcomes to videos of real-world soap bubbles recorded in a studio environment, we show that our framework, for the first time, closely recreates a wide range of dynamic effects that are also observed in experiment.

Chemomechanical Simulation of Soap Film Flow on Spherical Bubbles

Fast Tetrahedral Meshing in the Wild

Yixin Hu, Teseo Schneider, Bolun Wang, Denis Zorin, Daniele Panozzo

We propose a new tetrahedral meshing method, fTetWild, to convert triangle soups into high-quality tetrahedral meshes. Our method builds on the TetWild algorithm, replacing the rational triangle insertion with a new incremental approach to construct and optimize the output mesh, interleaving triangle insertion and mesh optimization. Our approach makes it possible to maintain a valid floating-point tetrahedral mesh at all algorithmic stages, eliminating the need for costly constructions with rational numbers used by TetWild, while maintaining full robustness and similar output quality. This allows us to improve on TetWild in two ways. First, our algorithm is significantly faster, with running time comparable to less robust Delaunay-based tetrahedralization algorithms. Second, our algorithm is guaranteed to produce a valid tetrahedral mesh with floating-point vertex coordinates, while TetWild produces a valid mesh with rational coordinates which is not guaranteed to be valid after floating-point conversion. As a trade-off, our algorithm no longer guarantees that all input triangles are present in the output mesh, but in practice, as confirmed by our tests on the Thingi10k dataset, the algorithm always succeeds in inserting all input triangles.

Fast Tetrahedral Meshing in the Wild

Incremental Potential Contact: Intersection- and Inversion-free, Large-Deformation Dynamic

Minchen Li, Zachary Ferguson, Teseo Schneider, Timothy Langlois, Denis Zorin, Daniele Panozzo, Chenfanfu Jiang, Danny M. Kaufman

Contacts weave through every aspect of our physical world, from daily household chores to acts of nature. Modeling and predictive computation of these phenomena for solid mechanics is important to every discipline concerned with the motion of mechanical systems, including engineering and animation. Nevertheless, efficiently time-stepping accurate and consistent simulations of real-world contacting elastica remains an outstanding computational challenge. To model the complex interaction of deforming solids in contact we propose Incremental Potential Contact (IPC) – a new model and algorithm for variationally solving implicitly time-stepped nonlinear elastodynamics. IPC maintains an intersection- and inversion-free trajectory regardless of material parameters, time step sizes, impact velocities, severity of deformation, or boundary conditions enforced. Constructed with a custom nonlinear solver, IPC enables efficient resolution of time-stepping problems with separate, user-exposed accuracy tolerances that allow independent specification of the physical accuracy of the dynamics and the geometric accuracy of surface-to-surface conformation. This enables users to decouple, as needed per application, desired accuracies for a simulation’s dynamics and geometry. The resulting time stepper solves contact problems that are intersection-free (and thus robust), inversion-free, efficient (at speeds comparable to or faster than available methods that lack both convergence and feasibility), and accurate (solved to user-specified accuracies). To our knowledge, this is the first implicit time-stepping method, across both the engineering and graphics literature that can consistently enforce these guarantees as we vary simulation parameters. In an extensive comparison of available simulation methods, research libraries and commercial codes we confirm that available engineering and computer graphics methods, while each succeeding admirably in custom-tuned regimes, often fail with instabilities, egregious constraint violations and/or inaccurate and implausible solutions, as we vary input materials, contact numbers and time step. We also exercise IPC across a wide range of existing and new benchmark tests and demonstrate its accurate solution over a broad sweep of reasonable time-step sizes and beyond (up to h=2s) across challenging large-deformation, large-contact stress-test scenarios with meshes composed of up to 2.3M tetrahedra and processing up to 498K contacts per time step. For applications requiring high-accuracy we demonstrate tight convergence on all measures. While, for applications requiring lower accuracies, e.g. animation, we confirm IPC can ensure feasibility and plausibility even when specified tolerances are lowered for efficiency.

Incremental Potential Contact: Intersection- and Inversion-free, Large-Deformation Dynamic

N-Dimensional Rigid Body Dynamics

Marc ten Bosch

I present a formulation for Rigid Body Dynamics that is independent of the dimension of the space. I describe the state and equations of motion of rigid bodies using geometric algebra. Using collision detection algorithms extended to nD I resolve collisions and contact between bodies. My implementation is 4D, but the techniques described here apply to any number of dimensions. I display these four-dimensional rigid bodies by taking a three-dimensional slice through them. I allow the user to manipulate these bodies in real-time.

N-Dimensional Rigid Body Dynamics

Projective Dynamics with Dry Frictional Contact

Mickael Ly, Jean Jouve, Laurence Boissieux, Florence Bertails-Descoubes

Projective dynamics was introduced a few years ago as a fast method to yield an approximate yet stable solution to the dynamics of nodal systems subject to stiff internal forces. Previous attempts to include contact forces in that framework considered adding a quadratic penalty energy to the global system, which however broke the simple, constant matrix, structure of the global linear equation, while failing to treat contact in an implicit manner. In this paper, we propose a simple yet effective method to integrate in a unified and semi-implicit way contact as well as dry frictional forces into the nested architecture of Projective dynamics. Assuming that contacts apply to nodes only, the key is to split the global matrix into a diagonal and a positive matrix, and use this splitting in the local step so as to make a good prediction of frictional contact forces at next iteration. Each frictional contact force is refined independently in the local step, while the original efficient structure of the global step is left unchanged. We apply our algorithm to cloth simulation and show that contact and dry friction can be captured at a reasonable precision within a few iterations only, hence one order of magnitude faster compared to global implicit contact solvers of the literature.

Projective Dynamics with Dry Frictional Contact

NASOQ: Numerically Accurate Sparsity-Oriented QP Solver

Kazem Cheshmi, Danny M. Kaufman, Shoaib Kamil, Maryam Mehri Dehnavi

Quadratic programs (QP), minimizations of quadratic objectives subject to linear inequality and equality constraints, are at the heart of algorithms across scientific domains. Applications include fundamental tasks in geometry processing, simulation, engineering, animation, and finance where the accurate, reliable, efficient, and scalable solution of QP problems is critical. However, available QP algorithms generally provide either accuracy or scalability – but not both. Some algorithms reliably solve QP problems to high accuracy but work only for smaller-scale QP problems due to their reliance on dense matrix methods. Alternately, many other QP solvers scale well via sparse, efficient algorithms but cannot reliably deliver solutions requested accuracies. Towards addressing the need for accurateandefficientQP solvers at scale, we develop NASOQ, a new, full-space QP algorithm that provides accurate, efficient, and scalable solutions for QP problems. To enable NASOQ we construct a new row modification method and fast implementation of LDL factorization for indefinite systems. Together they enable efficient updates and accurate solutions of the iteratively modified KKT systems required for accurate QP solves. While QP methods have been previously tested on large synthetic benchmarks, to test and compare NASOQ’ssuitability for real-world applications we collect here a new benchmark set comprising a wide range of graphics-related QPs across physical simulation, animation, and geometry processing tasks. We combine these problems with numerous pre-existing stress-test QP benchmarks to form, to our knowledge, the largest-scale test set of application-based QP problems currently available. Building off of our base NASOQ solver we then develop and test two NASOQ variants against best, state-of-the-art available QP libraries –both commercial and open-source. Our two NASOQ-based methods each solve respectively 98.8% and 99.5% of problems across a range of requested accuracies from 10^−3 to 10^−9 with average speedups ranging from 1.7× to 24.8× over the fastest competing methods.

NASOQ: Numerically Accurate Sparsity-Oriented QP Solver

VoroCrust: Voronoi Meshing Without Clipping

Ahmed Abdelkader, Chandrajit Bajaj, Mohamed Ebeida, Ahmed Mahmoud, Scott Mitchell, John Owens, Ahmad Rushdi

Polyhedral meshes are increasingly becoming an attractive option with particular advantages over traditional meshes for certain applications. What has been missing is a robust polyhedral meshing algorithm that can handle broad classes of domains exhibiting arbitrary curved boundaries and sharp features. In addition, the power of primal-dual mesh pairs, exemplified by Voronoi-Delaunay meshes, has been recognized as an important ingredient in numerous formulations. The VoroCrust algorithm is the first provably correct algorithm for conforming Voronoi meshing for non-convex and possibly non-manifold domains with guarantees on the quality of both surface and volume elements. A robust refinement process estimates a suitable sizing field that enables the careful placement of Voronoi seeds across the surface circumventing the need for clipping and avoiding its many drawbacks. The algorithm has the flexibility of filling the interior by either structured or random samples, while all sharp features are preserved in the output mesh. We demonstrate the capabilities of the algorithm on a variety of models and compare against state-of-the-art polyhedral meshing methods based on clipped Voronoi cells establishing the clear advantage of VoroCrust output.

VoroCrust: Voronoi Meshing Without Clipping

A Massively Parallel and Scalable Multi-GPU Material Point Method

Xinlei Wang*, Yuxing Qiu* (equal contributions), Stuart Slattery, Yu Fang, Minchen Li, Song-Chun Zhu, Yixin Zhu, Min Tang, Dinesh Manocha, Chenfanfu Jiang

Harnessing the power of modern multi-GPU architectures, we present a massively parallel simulation system based on the Material Point Method (MPM) for simulating physical behaviors of materials undergoing complex topological changes, self-collision, and large deformations. Our system makes three critical contributions. First, we introduce a new particle data structure that promotes coalesced memory access patterns on the GPU and eliminates the need for complex atomic operations on the memory hierarchy when writing particle data to the grid. Second, we propose a kernel fusion approach using a new Grid-to-Particles-to-Grid (G2P2G) scheme, which efficiently reduces GPU kernel launches, improves latency, and significantly reduces the amount of global memory needed to store particle data. Finally, we introduce optimized algorithmic designs that allow for efficient sparse grids in a shared memory context, enabling us to best utilize modern multi-GPU computational platforms for hybrid Lagrangian-Eulerian computational patterns. We demonstrate the effectiveness of our method with extensive benchmarks, evaluations, and dynamic simulations with elastoplasticity, granular media, and fluid dynamics. In comparisons against an open-source and heavily optimized CPU-based MPM codebase on an elastic sphere colliding scene with particle counts ranging from 5 to 40 million, our GPU MPM achieves over 100X per-time-step speedup on a workstation with an Intel 8086K CPU and a single Quadro P6000 GPU, exposing exciting possibilities for future MPM simulations in computer graphics and computational science. Moreover, compared to the state-of-the-art GPU MPM method, we not only achieve 2X acceleration on a single GPU but our kernel fusion strategy and Array-of-Structs-of-Array (AoSoA) data structure design also generalize to multi-GPU systems. Our multi-GPU MPM exhibits near-perfect weak and strong scaling with 4 GPUs, enabling performant and large-scale simulations on a 1024x1024x1024 grid with close to 100 million particles with less than 4 minutes per frame on a single 4-GPU workstation and 134 million particles with less than 1 minute per frame on an 8-GPU workstation.

A Massively Parallel and Scalable Multi-GPU Material Point Method

Lagrangian Neural Style Transfer for Fluids

Byungsoo Kim, Vinicius C. Azevedo, Markus Gross, Barbara Solenthaler

Artistically controlling the shape, motion and appearance of fluid simulations pose major challenges in visual effects production. In this paper, we present a neural style transfer approach from images to 3D fluids formulated in a Lagrangian viewpoint. Using particles for style transfer has unique benefits compared to grid-based techniques. Attributes are stored on the particles and hence are trivially transported by the particle motion. This intrinsically ensures temporal consistency of the optimized stylized structure and notably improves the resulting quality. Simultaneously, the expensive, recursive alignment of stylization velocity fields of grid approaches is unnecessary, reducing the computation time to less than an hour and rendering neural flow stylization practical in production settings. Moreover, the Lagrangian representation improves artistic control as it allows for multi-fluid stylization and consistent color transfer from images, and the generality of the method enables stylization of smoke and liquids likewise.

Lagrangian Neural Style Transfer for Fluids

SIGGRAPH 2020

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