630 research outputs found
A practical method for animating anisotropic elastoplastic materials
This paper introduces a simple method for simulating highly anisotropic elastoplastic material behaviors like the dissolution of fibrous phenomena (splintering wood, shredding bales of hay) and materials composed of large numbers of irregularly‐shaped bodies (piles of twigs, pencils, or cards). We introduce a simple transformation of the anisotropic problem into an equivalent isotropic one, and we solve this new “fictitious” isotropic problem using an existing simulator based on the material point method. Our approach results in minimal changes to existing simulators, and it allows us to re‐use popular isotropic plasticity models like the Drucker‐Prager yield criterion instead of inventing new anisotropic plasticity models for every phenomenon we wish to simulate
A moving least square reproducing kernel particle method for unified multiphase continuum simulation
In physically based-based animation, pure particle methods are popular due to their simple data structure, easy implementation, and convenient parallelization. As a pure particle-based method and using Galerkin discretization, the Moving Least Square Reproducing Kernel Method (MLSRK) was developed in engineering computation as a general numerical tool for solving PDEs. The basic idea of Moving Least Square (MLS) has also been used in computer graphics to estimate deformation gradient for deformable solids. Based on these previous studies, we propose a multiphase MLSRK framework that animates complex and coupled fluids and solids in a unified manner. Specifically, we use the Cauchy momentum equation and phase field model to uniformly capture the momentum balance and phase evolution/interaction in a multiphase system, and systematically formulate the MLSRK discretization to support general multiphase constitutive models. A series of animation examples are presented to demonstrate the performance of our new multiphase MLSRK framework, including hyperelastic, elastoplastic, viscous, fracturing and multiphase coupling behaviours etc
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A Material Point Method for Simulating Frictional Contact with Diverse Materials
We present an extension to the Material Point Method (MPM) for simulating elastic objects with various co-dimensions like hair (1D), thin shells (2D), and volumetric objects (3D). We simulate thin shells with frictional contact using a combination of MPM and subdivision finite elements. The shell kinematics are assumed to follow a continuum shell model which is decomposed into a Kirchhoff-Love motion that rotates the mid-surface normals followed by shearing and compression/extension of the material along the mid-surface normal. We use this decomposition to design an elastoplastic constitutive model to resolve frictional contact by decoupling resistance to contact and shearing from the bending resistance components of stress. We show that by resolving frictional contact with a continuum approach, our hybrid Lagrangian/Eulerian approach is capable of simulating challenging shell contact scenarios with hundreds of thousands to millions of degrees of freedom. Furthermore our technique naturally couples with other traditional MPM methods for simulating granular materials. Without the need for collision detection or resolution, our method runs in a few minutes per frame in these high resolution examples. For the simulation of hair and volumetric elastic objects, we utilize a Lagrangian mesh for internal force computation and an Eulerian mesh for self collision as well as coupling with external materials. While the updated Lagrangian discretization where the Eulerian grid degrees of freedom are used to take variations of the potential energy is effective in simulating thin shells, its frictional contact response strategy does not generalize to volumetric objects. Therefore, we develop a hybrid approach that retains Lagrangian degrees of freedom while still allowing for natural coupling with other materials simulated with traditional MPM. We demonstrate the efficacy of our technique with examples that involve elastic soft tissues coupled with kinematic skeletons, extreme deformation, and coupling with multiple elastoplastic materials. Our approach also naturally allows for two-way rigid body coupling
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The Material Point Method for Solid and Fluid Simulation
The Material Point Method (MPM) has shown its high potential for physics-based simulation in the area of computer graphics. In this dissertation, we introduce a couple of improvements to the traditional MPM for different applications and demonstrate the advantages of our methods over the previous methods.First, we present a generalized transfer scheme for the hybrid Eulerian/Lagrangian method: the Polynomial Particle-In-Cell Method (PolyPIC). PolyPIC improves kinetic energy conservation during transfers, which leads to better vorticity resolution in fluid simulations and less numerical damping in elastoplasticity simulations. Our transfers are designed to select particle-wise polynomial approximations to the grid velocity that are optimal in the local mass-weighted L2 norm. Indeed our notion of transfers reproduces the original Particle-In-Cell Method (PIC) and recent Affine Particle-In-Cell Method (APIC). Furthermore, we derive a polynomial basis that is mass orthogonal to facilitate the rapid solution of the optimality condition. Our method applies to both of the collocated and staggered grid.As the second contribution, we present a novel method for the simulation of thin shells with frictional contact using a combination of MPM and subdivision finite elements. The shell kinematics are assumed to follow a continuum shell model which is decomposed into a Kirchhoff-Love motion that rotates the mid-surface normals followed by shearing and compression/extension of the material along the mid-surface normal. We use this decomposition to design an elastoplastic constitutive model to resolve frictional contact by decoupling resistance to contact and shearing from the bending resistance components of stress. We show that by resolving frictional contact with a continuum approach, our hybrid Lagrangian/Eulerian approach is capable of simulating challenging shell contact scenarios with hundreds of thousands to millions of degrees of freedom. Without the need for collision detection or resolution, our method runs in a few minutes per frame in these high-resolution examples. Furthermore, we show that our technique naturally couples with other traditional MPM methods for simulating granular and related materials.In the third part, we present a new hybrid Lagrangian Material Point Method for simulating volumetric objects with frictional contact. The resolution of frictional contact in the thin shell simulation cannot be generalized to the case of volumetric materials directly. Also, even though MPM allows for the natural simulation of hyperelastic materials represented with Lagrangian meshes, it usually coarsens the degrees of freedom of the Lagrangian mesh and can lead to artifacts, e.g., numerical cohesion. We demonstrate that our hybrid method can efficiently resolve these issues. We show the efficacy of our technique with examples that involve elastic soft tissues coupled with kinematic skeletons, extreme deformation, and coupling with various elastoplastic materials. Our approach also naturally allows for two-way rigid body coupling
Advances in contact algorithms and their application to tires
Currently used techniques for tire contact analysis are reviewed. Discussion focuses on the different techniques used in modeling frictional forces and the treatment of contact conditions. A status report is presented on a new computational strategy for the modeling and analysis of tires, including the solution of the contact problem. The key elements of the proposed strategy are: (1) use of semianalytic mixed finite elements in which the shell variables are represented by Fourier series in the circumferential direction and piecewise polynomials in the meridional direction; (2) use of perturbed Lagrangian formulation for the determination of the contact area and pressure; and (3) application of multilevel iterative procedures and reduction techniques to generate the response of the tire. Numerical results are presented to demonstrate the effectiveness of a proposed procedure for generating the tire response associated with different Fourier harmonics
ChainQueen: A Real-Time Differentiable Physical Simulator for Soft Robotics
Physical simulators have been widely used in robot planning and control.
Among them, differentiable simulators are particularly favored, as they can be
incorporated into gradient-based optimization algorithms that are efficient in
solving inverse problems such as optimal control and motion planning.
Simulating deformable objects is, however, more challenging compared to rigid
body dynamics. The underlying physical laws of deformable objects are more
complex, and the resulting systems have orders of magnitude more degrees of
freedom and therefore they are significantly more computationally expensive to
simulate. Computing gradients with respect to physical design or controller
parameters is typically even more computationally challenging. In this paper,
we propose a real-time, differentiable hybrid Lagrangian-Eulerian physical
simulator for deformable objects, ChainQueen, based on the Moving Least Squares
Material Point Method (MLS-MPM). MLS-MPM can simulate deformable objects
including contact and can be seamlessly incorporated into inference, control
and co-design systems. We demonstrate that our simulator achieves high
precision in both forward simulation and backward gradient computation. We have
successfully employed it in a diverse set of control tasks for soft robots,
including problems with nearly 3,000 decision variables.Comment: In submission to ICRA 2019. Supplemental Video:
https://www.youtube.com/watch?v=4IWD4iGIsB4 Project Page:
https://github.com/yuanming-hu/ChainQuee
Thin-Wall Machining of Light Alloys: A Review of Models and Industrial Approaches
Thin-wall parts are common in the aeronautical sector. However, their machining presents
serious challenges such as vibrations and part deflections. To deal with these challenges, di erent
approaches have been followed in recent years. This work presents the state of the art of thin-wall
light-alloy machining, analyzing the problems related to each type of thin-wall parts, exposing the
causes of both instability and deformation through analytical models, summarizing the computational
techniques used, and presenting the solutions proposed by di erent authors from an industrial point
of view. Finally, some further research lines are proposed
Doctor of Philosophy in Computing
dissertationPhysics-based animation has proven to be a powerful tool for creating compelling animations for film and games. Most techniques in graphics are based on methods developed for predictive simulation for engineering applications; however, the goals for graphics applications are dramatically different than the goals of engineering applications. As a result, most physics-based animation tools are difficult for artists to work with, providing little direct control over simulation results. In this thesis, we describe tools for physics-based animation designed with artist needs and expertise in mind. Most materials can be modeled as elastoplastic: they recover from small deformations, but large deformations permanently alter their rest shape. Unfortunately, large plastic deformations, common in graphical applications, cause simulation instabilities if not addressed. Most elastoplastic simulation techniques in graphics rely on a finite-element approach where objects are discretized into a tetrahedral mesh. Using these approaches, maintaining simulation stability during large plastic flows requires remeshing, a complex and computationally expensive process. We introduce a new point-based approach that does not rely on an explicit mesh and avoids the expense of remeshing. Our approach produces comparable results with much lower implementation complexity. Points are a ubiquitous primitive for many effects, so our approach also integrates well with existing artist pipelines. Next, we introduce a new technique for animating stylized images which we call Dynamic Sprites. Artists can use our tool to create digital assets that interact in a natural, but stylized, way in virtual environments. In order to support the types of nonphysical, exaggerated motions often desired by artists, our approach relies on a heavily modified deformable body simulator, equipped with a set of new intuitive controls and an example-based deformation model. Our approach allows artists to specify how the shape of the object should change as it moves and collides in interactive virtual environments. Finally, we introduce a new technique for animating destructive scenes. Our approach is built on the insight that the most important visual aspects of destruction are plastic deformation and fracture. Like with Dynamic Sprites, we use an example-based model of deformation for intuitive artist control. Our simulator treats objects as rigid when computing dynamics but allows them to deform plastically and fracture in between timesteps based on interactions with the other objects. We demonstrate that our approach can efficiently animate the types of destructive scenes common in film and games. These animation techniques are designed to exploit artist expertise to ease creation of complex animations. By using artist-friendly primitives and allowing artists to provide characteristic deformations as input, our techniques enable artists to create more compelling animations, more easily
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A Material Point Method for Elastoplasticity with Ductile Fracture and Frictional Contact
Simulating physical materials with dynamic movements to photo-realistic resolution has always been one of the most crucial and challenging topics in Computer Graphics. This dissertation considers large-strain elastoplasticity theory applied to the low-to-medium stiffness regime, with topological changes and codimensional objects incorporated. We introduce improvements to the Material Point Method (MPM) for two particular objectives, simulating fracturing ductile materials and incorporation of MPM and Lagrangian Finite Element Method (FEM).Our first contribution, simulating ductile fracture, utilizes traditional particle-based MPM [SSC13, SCS94] as well as the Lagrangian energy formulation of [JSS15] which uses a tetrahedron mesh, rather than particle-based estimation of the deformation gradient and potential energy. We model failure and fracture via elastoplasticity with damage. The material is elastic until its deformation exceeds a Rankine or von Mises yield condition. At that point, we use a softening model that shrinks the yield surface until it reaches the damage thresh- old. Once damaged, the material Lam ́e coefficients are modified to represent failed material. This approach to simulating ductile fracture with MPM is successful, as MPM naturally captures the topological changes coming from the fracture. However, rendering the crack surfaces can be challenging. We design a novel visualization technique dedicated to rendering the material’s boundary and its intersection with the evolving crack surfaces. Our approach uses a simple and efficient element splitting strategy for tetrahedron meshes to create crack surfaces. It employs an extrapolation technique based on the MPM simulation. For traditional particle-based MPM, we use an initial Delaunay tetrahedralization to connect randomly sampled MPM particles. Our visualization technique is a post-process and can run after the MPM simulation for efficiency. We demonstrate our method with several challenging simulations of ductile failure with considerable and persistent self-contact and applications with thermomechanical models for baking and cooking.Our second contribution, hybrid MPM–Lagrangian-FEM, aims to simulate elastic objects like hair, rubber, and soft tissues. It utilizes a Lagrangian mesh for internal force computation and a Eulerian grid for self-collision, as well as coupling with external materials. While recent MPM techniques allow for natural simulation of hyperelastic materials represented with Lagrangian meshes, they utilize an updated Lagrangian discretization and use the Eulerian grid degrees of freedom to take variations of the potential energy. It often coarsens the degrees of freedom of the Lagrangian mesh and can lead to artifacts. We develop a hybrid approach that retains Lagrangian degrees of freedom while still allowing for natural coupling with other materials simulated with traditional MPM, e.g., sand, snow, etc. Furthermore, while recent MPM advances allow for resolution of frictional contact with codimensional simulation of hyperelasticity, they do not generalize to the case of volumetric materials. We show that our hybrid approach resolves these issues. We demonstrate the efficacy of our technique with examples that involve elastic soft tissues coupled with kinematic skeletons, extreme deformation, and coupling with various elastoplastic materials. Our approach also naturally allows for two-way rigid body coupling
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