12 research outputs found
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
A Divergenceâfree Mixture Model for Multiphase Fluids
We present a novel divergence free mixture model for multiphase flows and the related fluid-solid coupling. The new mixture model is built upon a volume-weighted mixture velocity so that the divergence free condition is satisfied for miscible and immiscible multiphase fluids. The proposed mixture velocity can be solved efficiently by adapted single phase incompressible solvers, allowing for larger time steps and smaller volume deviations. Besides, the drift velocity formulation is corrected to ensure mass conservation during the simulation. The new approach increases the accuracy of multiphase fluid simulation by several orders. The capability of the new divergence-free mixture model is demonstrated by simulating different multiphase flow phenomena including mixing and unmixing of multiple fluids, fluid-solid coupling involving deformable solids and granular materials
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 irregularlyâshaped 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 âfictitiousâ 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 reâuse popular isotropic plasticity models like the DruckerâPrager yield criterion instead of inventing new anisotropic plasticity models for every phenomenon we wish to simulate
MPM simulation of interacting fluids and solids
The material point method (MPM) has attracted increasing attention from the graphics community, as it combines the strengths of both particleâ and gridâbased solvers. Like the smoothed particle hydrodynamics (SPH) scheme, MPM uses particles to discretize the simulation domain and represent the fundamental unknowns. This makes it insensitive to geometric and topological changes, and readily parallelizable on a GPU. Like gridâbased solvers, MPM uses a background mesh for calculating spatial derivatives, providing more accurate and more stable results than a purely particleâbased scheme. MPM has been very successful in simulating both fluid flow and solid deformation, but less so in dealing with multiple fluids and solids, where the dynamic fluidâsolid interaction poses a major challenge. To address this shortcoming of MPM, we propose a new set of mathematical and computational schemes which enable efficient and robust fluidâsolid interaction within the MPM framework. These versatile schemes support simulation of both multiphase flow and fullyâcoupled solidâfluid systems. A series of examples is presented to demonstrate their capabilities and performance in the presence of various interacting fluids and solids, including multiphase flow, fluidâsolid interaction, and dissolution
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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
A multi-scale model for coupling strands with shear-dependent liquid
We propose a framework for simulating the complex dynamics of strands interacting with compressible, shear-dependent liquids, such as oil paint, mud, cream, melted chocolate, and pasta sauce. Our framework contains three main components: the strands modeled as discrete rods, the bulk liquid represented as a continuum (material point method), and a reduced-dimensional flow of liquid on the surface of the strands with detailed elastoviscoplastic behavior. These three components are tightly coupled together. To enable discrete strands interacting with continuum-based liquid, we develop models that account for the volume change of the liquid as it passes through strands and the momentum exchange between the strands and the liquid. We also develop an extended constraint-based collision handling method that supports cohesion between strands. Furthermore, we present a principled method to preserve the total momentum of a strand and its surface flow, as well as an analytic plastic flow approach for Herschel-Bulkley fluid that enables stable semi-implicit integration at larger time steps. We explore a series of challenging scenarios, involving splashing, shaking, and agitating the liquid which causes the strands to stick together and become entangled.This work was supported in part by the National Science Foundation under Grant Nos.: 1717178, 1319483, CAREER-1453101, the Natu- ral Sciences and Engineering Research Council of Canada under Grant No. RGPIN-04360-2014, SoftBank Group, Pixar, Adobe, and SideFX
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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
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Multi-Scale Models to Simulate Interactions between Liquid and Thin Structures
In this dissertation, we introduce a framework for simulating the dynamics between liquid and thin structures, including the effects of buoyancy, drag, capillary cohesion, dripping, and diffusion. After introducing related works, Part I begins with a discussion on the interactions between Newtonian fluid and fabrics. In this discussion, we treat both the fluid and the fabrics as continuum media; thus, the physical model is built from mixture theory. In Part II, we discuss the interactions between Newtonian fluid and hairs. To have more detailed dynamics, we no longer treat the hairs as continuum media. Instead, we treat them as discrete Kirchhoff rods. To deal with the thin layer of liquid that clings to the hairs, we augment each hair strand with a height field representation, through which we introduce a new reduced-dimensional flow model to solve the motion of liquid along the longitudinal direction of each hair. In addition, we develop a faithful model for the hairs' cohesion induced by surface tension, where a penalty force is applied to simulate the collision and cohesion between hairs. To enable the discrete strands interact with continuum-based, shear-dependent liquid, in Part III, we develop models that account for the volume change of the liquid as it passes through strands and the momentum exchange between the strands and the liquid. Accordingly, we extend the reduced-dimensional flow model to simulate liquid with elastoviscoplastic behavior. Furthermore, we use a constraint-based model to replace the penalty-force model to handle contact, which enables an accurate simulation of the frictional and adhesive effects between wet strands. We also present a principled method to preserve the total momentum of a strand and its surface flow, as well as an analytic plastic flow approach for Herschel-Bulkley fluid that enables stable semi-implicit integration at larger time steps.
We demonstrate a wide range of effects, including the challenging animation scenarios involving splashing, wringing, and colliding of wet clothes, as well as flipping of hair, animals shaking, spinning roller brushes from car washes being dunked in water, and intricate hair coalescence effects. For complex liquids, we explore a series of challenging scenarios, including strands interacting with oil paint, mud, cream, melted chocolate, and pasta sauce
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Coupling, Conservation, and Performance in Numerical Simulations
This thesis considers three aspects of the numerical simulations, which arecoupling, conservation, and performance. We conduct a project and addressone challenge from each of these aspects.We propose a novel penalty force to enforce contacts with accurate Coulombfriction. The force is compatible with fully-implicit time integration and theuse of optimization-based integration. In addition to processing collisionsbetween deformable objects, the force can be used to couple rigid bodies todeformable objects or the material point method. The force naturally leads tostable stacking without drift over time, even when solvers are not run toconvergence. The force leads to an asymmetrical system, and we provide apractical solution for handling these.Next we present a new technique for transferring momentum and velocity betweenparticles and MAC grids based on the Affine-Particle-In-Cell (APIC) frameworkpreviously developed for co-locatedgrids. We extend the original APIC paper and show thatthe proposed transfers preserve linear and angular momentum and also satisfyall of the original APIC properties.Early indications in the original APIC paper suggested that APIC might besuitable for simulating high Reynolds fluids due to favorable retention ofvortices, but these properties were not studied further. We use twodimensional Fourier analysis to investigate dissipation in the limit \dt=0.We investigate dissipation and vortex retention numerically to quantify theeffectiveness of APIC compared with other transfer algorithms.Finally we present an efficient solver for problems typically seen inmicrofluidic applications.Microfluidic ``lab on a chip'' devices are small devices that operate on smalllength scales on small volumes of fluid. Designs for microfluidic chips aregenerally composed of standardized and often repeated components connected bylong, thin, straight fluid channels. We propose a novel discretizationalgorithm for simulating the Stokes equations on geometry with these features,which produces sparse linear systems with many repeated matrix blocks. Thediscretization is formally third order accurate for velocity and second orderaccurate for pressure in the norm. We also propose a novel linearsystem solver based on cyclic reduction, reordered sparse Gaussian elimination,and operation caching that is designed to efficiently solve systems withrepeated matrix blocks