Versatile Rigid-Fluid Coupling for Incompressible SPH

May 23, 2012

Nadir Akinci, Markus Ihmsen, Gizem Akinci, Barbara Solenthaler, Matthias Teschner

We propose a momentum-conserving two-way coupling method of SPH fluids and arbitrary rigid objects based on hydrodynamic forces. Our approach samples the surface of rigid bodies with boundary particles that interact with the fluid, preventing deficiency issues and both spatial and temporal discontinuities. The problem of inhomogeneous boundary sampling is addressed by considering the relative contribution of a boundary particle to a physical quantity. This facilitates not only the initialization process but also allows the simulation of multiple dynamic objects. Thin structures consisting of only one layer or one line of boundary particles, and also non-manifold geometries can be handled without any additional treatment. We have integrated our approach into WCSPH and PCISPH, and demonstrate its stability and flexibility with several scenarios including multiphase flow.

Versatile Rigid-Fluid Coupling for Incompressible SPH


Adaptive Image-Based Intersection Volume

May 21, 2012

Bin Wang, Francois Faure, Dinesh Pai

A method for image-based contact detection and modeling, with guaranteed precision on the intersection volume, is presented. Unlike previous image-based methods, our method optimizes a non-uniform ray sampling resolution and allows precise control of the volume error. By cumulatively projecting all mesh edges into a generalized 2D texture, we construct a novel data structure, the Error Bound Polynomial Image (EBPI), which allows efficient computation of the maximum volume error as a function of ray density. Based on a precision criterion, EBPI pixels are subdivided or clustered. The rays are then cast in the projection direction according to the non-uniform resolution. The EBPI data, combined with ray-surface intersection points and normals, is also used to detect transient edges at surface intersections. This allows us to model intersection volumes at arbitrary resolution, while avoiding the geometric computation of mesh intersections. Moreover, the ray casting acceleration data structures can be reused for the generation of high quality images.

Adaptive Image-Based Intersection Volume


Underwater Rigid Body Dynamics

May 9, 2012

Steffen Weissman, Ulrich Pinkall

We show that the motion of rigid bodies under water can be realistically simulated by replacing the usual inertia tensor and scalar mass by the so-called Kirchhoff tensor. This allows us to model fluid-body interaction without simulating the surrounding fluid at all. We explain some of the phenomena that arise and compare our results against real experiments. It turns out that many real scenarios (sinking bodies, balloons) can be matched using a single, hand-tuned scaling parameter. We describe how to integrate our method into an existing physics engine, which makes underwater rigid body dynamics run in real time.

Underwater Rigid Body Dynamics


Continuous Penalty Forces

April 1, 2012

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 contact features along their deforming trajectories and accumulate penalty forces along the penetration time intervals between the overlapping feature pairs. Moreover, we present a closed-form expression to compute the continuous and smooth collision response. Our method has very small additional overhead compared to previous penalty methods, while significantly improves the stability and robustness. We highlight its benefits on several benchmarks.

Continuous Penalty Forces


STAR: Interactive Simulation of Rigid Body Dynamics in Computer Graphics

February 28, 2012

Jan Bender, Kenny Erleben, Jeff Trinkle, Erwin Coumans

Interactive rigid body simulation is an important part of many modern computer tools. No authoring tool nor a game engine can do without. The high performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems.

This paper is a self contained state-of-the-art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which has evolved and matured over the past 20 years. The paper covers applications and the usage of interactive rigid body simulation.

Besides the mathematical and theoretical details that this paper communicates in a pedagogical manner the paper surveys common practice and reflects on applications of interactive rigid body simulation. The grand merger of interactive and off-line simulation methods is imminent, multi-core is everyman’s property. These observations pose future challenges for research which we reflect on. In perspective several avenues for possible future work is touched upon such as more descriptive models and contact point generation problems. This paper is not only a stake in the sand on what has been done, it also seeks to give newcomers practical hands on advices and reflections that can give experienced researchers afterthought for the future.

Interactive Simulation of Rigid Body Dynamics in Computer Graphics


Articulated Swimming Creatures

May 4, 2011

We present a general approach to creating realistic swimming behavior for a given articulated creature body. The two main components of our method are creature/fluid simulation and the optimization of the creature motion parameters. We simulate two-way coupling between the fluid and the articulated body by solving a linear system that matches acceleration at fluid/solid boundaries and that also enforces fluid incompressibility. The swimming motion of a given creature is described as a set of periodic functions, one for each joint degree of freedom. We optimize over the space of these functions in order to find a motion that causes the creature to swim straight and stay within a given energy budget. Our creatures can perform path following by first training appropriate turning maneuvers through offline optimization and then selecting between these motions to track the given path. We present results for a clownfish, an eel, a sea turtle, a manta ray and a frog, and in each case the resulting motion is a good match to the real-world animals. We also demonstrate a plausible swimming gait for a fictional creature that has no real-world counterpart.

Articulated Swimming Creatures


Hybrid Multiresolution Wire

January 2, 2011
We describe a method for the visual interactive simulation of wires contacting with rigid multibodies. The physical model used is a hybrid combining lumped elements and massless quasistatic representations. The latter is based on a kinematic constraint preserving the total length of the wire along a segmented path which can involve multiple bodies simultaneously and dry frictional contact nodes used for roping, lassoing and fastening. These nodes provide stick and slide friction along edges of the contacting geometries. The lumped element resolution is adapted dynamically based on local stability criteria, becoming coarser as the tension increases, and up to the purely kinematic representation. Kinematic segments and contact nodes are added and deleted and propagated based on contact geometries and dry friction configurations. The method gives dramatic increase on both performance and robustness because it quickly decimates superfluous nodes without loosing stability, yet adapts to complex configurations with many contacts and high curvature, keeping a fixed, large integration time step. Numerical results demonstrating the performance and stability of the adaptive multiresolution scheme are presented along with an array of representative simulation examples illustrating the versatility of the frictional contact model.

Hybrid Multiresolution Wire


Constraint Fluids

January 2, 2011

We present a fluid simulation method based on Smoothed Particle Hydrodynamics (SPH) in which incompressibility and boundary conditions are enforced using holonomic kinematic constraints on the density. This formulation enables systematic multiphysics integration in which interactions are modeled via similar constraints between the fluid pseudo-particles and impenetrable surfaces of other bodies. These conditions embody Archimede’s principle for solids and thus buoyancy results as a direct consequence. We use a variational time stepping scheme suitable for general constrained multibody systems we call SPOOK. Each step requires the solution of only one Mixed Linear Complementarity Problem (MLCP) with very few inequalities, corresponding to solid boundary conditions. We solve this MLCP with a fast iterative method. Overall stability is vastly improved in comparison to the unconstrained version of SPH, and this allows much larger time steps, and an increase in overall performance by two orders of magnitude. Proof of concept is given for computer graphics applications and interactive simulations.

Constraint Fluids


Fast and Scalable CPU/GPU Collision Detection for Rigid and Deformable Surfaces

December 3, 2010

We present a new hybrid CPU/GPU collision detection technique for rigid and deformable objects based on spatial subdivision. Our approach efficiently exploits the massive computational capabilities of modern CPUs and GPUs commonly found in off-the-shelf computer systems. The algorithm is specifically tailored to be highly scalable on both the CPU and the GPU sides. We can compute discrete and continuous external and self-collisions of non-penetrating rigid and deformable objects consisting of many tens of thousands of triangles in few milliseconds on a modern PC. Our approach is orders of magnitude faster than earlier CPU-based approaches and up to twice as fast as the most recent GPU-based techniques.

Fast and Scalable CPU/GPU Collision Detection for Rigid and Deformable Surfaces


Fast Particle-Based Visual Simulation of Melting Ice

October 29, 2010

The visual simulation of natural phenomena has been widely studied. Although several methods have been proposed to simulate melting, the flows of meltwater drops on the surfaces of objects are not taken into account. In this paper, we propose a particle-based method for the simulation of the melting and freezing of ice objects and the interactions between ice and fluids. To simulate the flow of meltwater on ice and the formation of water droplets, a simple interfacial tension is proposed, which can be easily incorporated into common particle-based simulation methods such as Smoothed Particle Hydrodynamics. The computations of heat transfer, the phase transition between ice and water, the interactions between ice and fluids, and the separation of ice due to melting are further accelerated by implementing our method using CUDA. We demonstrate our simulation and rendering method for depicting melting ice at interactive frame-rates.

Fast Particle-Based Visual Simulation of Melting Ice


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