1,361 research outputs found

    Finite Element Simulation of Dense Wire Packings

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    A finite element program is presented to simulate the process of packing and coiling elastic wires in two- and three-dimensional confining cavities. The wire is represented by third order beam elements and embedded into a corotational formulation to capture the geometric nonlinearity resulting from large rotations and deformations. The hyperbolic equations of motion are integrated in time using two different integration methods from the Newmark family: an implicit iterative Newton-Raphson line search solver, and an explicit predictor-corrector scheme, both with adaptive time stepping. These two approaches reveal fundamentally different suitability for the problem of strongly self-interacting bodies found in densely packed cavities. Generalizing the spherical confinement symmetry investigated in recent studies, the packing of a wire in hard ellipsoidal cavities is simulated in the frictionless elastic limit. Evidence is given that packings in oblate spheroids and scalene ellipsoids are energetically preferred to spheres.Comment: 17 pages, 7 figures, 1 tabl

    From measured physical parameters to the haptic feeling of fabric

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    Abstract real-time cloth simulation involves the solution of many computational challenges, particularly in the context of haptic applications, where high frame rates are necessary for obtaining a satisfactory tactile experience. In this paper, we present a real-time cloth simulation system that offers a compromise between a realistic physically-based simulation of fabrics and a haptic application with high requirements in terms of computation speed. We place emphasis on architecture and algorithmic choices for obtaining the best compromise in the context of haptic applications. A first implementation using a haptic device demonstrates the features of the proposed system and leads to the development of new approaches for haptic rendering using the proposed approac

    Adaptive Physically Based Models in Computer Graphics

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    International audienceOne of the major challenges in physically-based modeling is making simulations efficient. Adaptive models provide an essential solution to these efficiency goals. These models are able to self-adapt in space and time, attempting to provide the best possible compromise between accuracy and speed. This survey reviews the adaptive solutions proposed so far in computer graphics. Models are classified according to the strategy they use for adaptation, from time-stepping and freezing techniques to geometric adaptivity in the form of structured grids, meshes, and particles. Applications range from fluids, through deformable bodies, to articulated solids

    Locking-Proof Tetrahedra

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    The simulation of incompressible materials suffers from locking when using the standard finite element method (FEM) and coarse linear tetrahedral meshes. Locking increases as the Poisson ratio gets close to 0.5 and often lower Poisson ratio values are used to reduce locking, affecting volume preservation. We propose a novel mixed FEM approach to simulating incompressible solids that alleviates the locking problem for tetrahedra. Our method uses linear shape functions for both displacements and pressure, and adds one scalar per node. It can accommodate nonlinear isotropic materials described by a Young\u27s modulus and any Poisson ratio value by enforcing a volumetric constitutive law. The most realistic such material is Neo-Hookean, and we focus on adapting it to our method. For , we can obtain full volume preservation up to any desired numerical accuracy. We show that standard Neo-Hookean simulations using tetrahedra are often locking, which, in turn, affects accuracy. We show that our method gives better results and that our Newton solver is more robust. As an alternative, we propose a dual ascent solver that is simple and has a good convergence rate. We validate these results using numerical experiments and quantitative analysis

    Real-Time Implementation of Time-Varying Surface Prediction and Projection

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    Spatial augmented reality makes use of projectors to transform an object into a display surface. However, for time-varying, non-rigid surfaces this can prove to be difficult, and often leads to image distortion. In order to avoid this highly accurate measurements of the surface are required. Traditional methods of measuring surface deformations are inadequate due to noise as well as potential sources of time delay, such as projector lag. To get more accurate results, a mass spring model can be used to simulate the dynamics of the time-varying surface. This model can be put into a nonlinear state space form to get a first order differential equation. Numerical integration techniques can then be used to solve the differential equation presented. In order to reduce uncertainty in the model generated a filtering algorithm can be used. Both, the extended Kalman filter (EKF) and the cubature Kalman filter (CKF) are evaluated as potential candidates. To be able to run these filters in real time a reduced order model is developed. This enables the use of fewer mass nodes in the model, allowing for faster compute times. Additionally, to reduce visual error, an optimal node placement algorithm is used. This ensures that the surface generated by the mass spring mesh closely matches the real, curved surface of the system, minimizing error. The EKF and CKF algorithms are implemented onto a hanging cloth system perturbed by an oscillating fan. A parameter identification technique is used to create a model that accurately represents this hanging cloth system. Additionally, noise parameters of the EKF and CKF are adjusted to compensate for modeling errors and sensor noise. Finally, The mean squared error of the EKF and CKF algorithms are compared to evaluate their effectiveness. Both algorithms provide satisfactory results for use in spatial augmented reality applications. However, in all cases tested the CKF is shown to have significantly lower error values. Although the CKF algorithm is shown to be more accurate than its EKF counterpart, its computation time is much larger. However, the computation time required is still within the threshold of being able to perform real-time estimation at up to 100Hz. Furthermore, due to the nature of the construction of the CKF, it can be applied as a multi-threaded workload to significantly reduce computation time. Therefore, the implementation of a CKF algorithm can be used to accurately estimate the positions of a measured surface for use in spatial augmented reality

    Realistic Hair Simulation: Animation and Rendering

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    International audienceThe last five years have seen a profusion of innovative solutions to one of the most challenging tasks in character synthesis: hair simulation. This class covers both recent and novel research ideas in hair animation and rendering, and presents time tested industrial practices that resulted in spectacular imagery
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