832 research outputs found

    Smarticles: A Method for Identifying and Correcting Instability and Error Caused by Explicit Integration Techniques in Physically Based Simulations

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    Using an explicit integration method in physically based animations has many advantages including conceptual and computational simplicity, however, it re- quires small time steps to ensure low numerical instability. Simulations with large numbers of individually interacting components such as cloth, hair, and fluid models, are limited by the sections of particles most susceptible to error. This results in the need for smaller time steps than required for the majority of the system. These sections can be diverse and dynamic, quickly changing in size and location based on forces in the system. Identifying and handling these trou- blesome sections could allow for a larger time step to be selected, while preventing a breakdown in the simulation. This thesis presents Smarticles (smart particles), a method of individually de- tecting particles exhibiting signs of instability and stabilizing them with minimal adverse effects to visual accuracy. As a result, higher levels of error introduced from large time steps can be tolerated with minimal overhead. Two separate approaches to Smarticles were implemented. They attempt to find oscillating particles by analyzing a particle’s (1) past behavior and (2) behavior with re- spect to its neighbors along a strand. Both versions of Smarticles attempt to correct unstable particles using velocity dampening. Smarticles was applied to a two dimensional hair simulation modeled as a continuum using smooth particle hydrodynamic. Hair strands are formed by linking particles together using one of two methods: position based dynamics or mass-spring forces. Both versions of Smarticles, as well as a control of normal particles, were directly compared and evaluated based on stability and visual fluidity. Hair particles were exposed to various forms of external forces under increasing time step lengths. Testing showed that both versions of Smarticles working together allowed an average increase of 18.62% in the time step length for hair linked with position based dynamics. In addition, Smarticles was able to significantly reduce visible instability at even larger time steps. While these results suggest Smarticles is successful, the method used to correct particle instability may jeopardize other important aspects of the simulation. A more accurate correction method would likely need to be developed to make Smarticles an advantageous method

    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

    Parachute simulation: integration methods

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    Mass-spring models are frequently employed in parachute simulations due to their simplicity and efficiency. A series of integration methods can be used to solve the dynamic system, however their use presents some difficulties often associated with the stability, accuracy and the computational resources consumption. We compared some of these methods in four different situations: simple pendulum, spring pendulum and two parachute models, and for each system the behavior of the integration methods was different. In the parachute simulations, which are the main objective of this thesis, the Improved Explicit Euler presented the best performance in the first model, although the simulation ended up diverging. For the second model, all of the tested schemes worked.Trabalho de Conclusão de Curso (Graduação)Modelos massa-mola são frequentemente empregados em simulações de paraquedas devido à sua simplicidade e eficiência. Diversos métodos de integração podem ser utilizados para a resolução desses sistemas, entretanto, sua utilização pode acarretar em dificuldades associadas à estabilidade, acurácia e ao consumo de recursos computacionais. Comparamos alguns desses métodos em quatro diferentes situações: um pendulo simples, um pêndulo com mola e dois modelos de paraquedas. E para cada modelo, o comportamento dos métodos de integração mostrou-se diferente. Nas simulações de paraquedas, o principal objetivo deste trabalho, o Método Melhorado de Euler Explícito apresentou a melhor performance no primeiro modelo, apesar de a simulação acabar divergindo. Para o segundo modelo de paraquedas, todos os métodos testados funcionaram

    Efficient Contact Modeling using Compliance Warping

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    International audienceContact handling is the key of deformable objects simulation, since without it, objects can not interact with their environment nor with the user. In this paper, we propose a novel and very efficient approach for precise computation of contact response between various types of objects commonly used in computer animation. Being constraint based, this method ensures physical correctness, and respects Singorini s law. It can be used with any deformation model, and is based on the use of the initial compliance matrix and contact warping. Thus, the contact response can be computed efficiently, and the object deformation can still be done in a physically plausible way provided the underlying model is physical

    Towards Real-Time Simulation Of Hyperelastic Materials

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    We propose a new method for physics-based simulation supporting many different types of hyperelastic materials from mass-spring systems to three-dimensional finite element models, pushing the performance of the simulation towards real-time. Fast simulation methods such as Position Based Dynamics exist, but support only limited selection of materials; even classical materials such as corotated linear elasticity and Neo-Hookean elasticity are not supported. Simulation of these types of materials currently relies on Newton\u27s method, which is slow, even with only one iteration per timestep. In this work, we start from simple material models such as mass-spring systems or as-rigid-as-possible materials. We express the widely used implicit Euler time integration as an energy minimization problem and introduce auxiliary projection variables as extra unknowns. After our reformulation, the minimization problem becomes linear in the node positions, while all the non-linear terms are isolated in individual elements. We then extend this idea to efficiently simulate a more general spatial discretization using finite element method. We show that our reformulation can be interpreted as a quasi-Newton method. This insight enables very efficient simulation of a large class of hyperelastic materials. The quasi-Newton interpretation also allows us to leverage ideas from numerical optimization. In particular, we show that our solver can be further accelerated using L-BFGS updates (Limited-memory Broyden-Fletcher-Goldfarb-Shanno algorithm). Our final method is typically more than ten times faster than one iteration of Newton\u27s method without compromising quality. In fact, our result is often more accurate than the result obtained with one iteration of Newton\u27s method. Our method is also easier to implement, implying reduced software development costs

    Essential techniques for laparoscopic surgery simulation

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    Laparoscopic surgery is a complex minimum invasive operation that requires long learning curve for the new trainees to have adequate experience to become a qualified surgeon. With the development of virtual reality technology, virtual reality-based surgery simulation is playing an increasingly important role in the surgery training. The simulation of laparoscopic surgery is challenging because it involves large non-linear soft tissue deformation, frequent surgical tool interaction and complex anatomical environment. Current researches mostly focus on very specific topics (such as deformation and collision detection) rather than a consistent and efficient framework. The direct use of the existing methods cannot achieve high visual/haptic quality and a satisfactory refreshing rate at the same time, especially for complex surgery simulation. In this paper, we proposed a set of tailored key technologies for laparoscopic surgery simulation, ranging from the simulation of soft tissues with different properties, to the interactions between surgical tools and soft tissues to the rendering of complex anatomical environment. Compared with the current methods, our tailored algorithms aimed at improving the performance from accuracy, stability and efficiency perspectives. We also abstract and design a set of intuitive parameters that can provide developers with high flexibility to develop their own simulators

    Chain Shape Matching for Simulating Complex Hairstyles

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    Animations of hair dynamics greatly enrich the visual attractiveness of human characters. Traditional simulation techniques handle hair as clumps or continuum for efficiency; however, the visual quality is limited because they cannot represent the fine-scale motion of individual hair strands. Although a recent mass-spring approach tackled the problem of simulating the dynamics of every strand of hair, it required a complicated setting of springs and suffered from high computational cost. In this paper, we base the animation of hair on such a fine-scale on Lattice Shape Matching (LSM), which has been successfully used for simulating deformable objects. Our method regards each strand of hair as a chain of particles, and computes geometrically derived forces for the chain based on shape matching. Each chain of particles is simulated as an individual strand of hair. Our method can easily handle complex hairstyles such as curly or afro styles in a numerically stable way. While our method is not physically based, our GPU-based simulator achieves visually plausible animations consisting of several tens of thousands of hair strands at interactive rates

    Real-time simulation and visualisation of cloth using edge-based adaptive meshes

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    Real-time rendering and the animation of realistic virtual environments and characters has progressed at a great pace, following advances in computer graphics hardware in the last decade. The role of cloth simulation is becoming ever more important in the quest to improve the realism of virtual environments. The real-time simulation of cloth and clothing is important for many applications such as virtual reality, crowd simulation, games and software for online clothes shopping. A large number of polygons are necessary to depict the highly exible nature of cloth with wrinkling and frequent changes in its curvature. In combination with the physical calculations which model the deformations, the effort required to simulate cloth in detail is very computationally expensive resulting in much diffculty for its realistic simulation at interactive frame rates. Real-time cloth simulations can lack quality and realism compared to their offline counterparts, since coarse meshes must often be employed for performance reasons. The focus of this thesis is to develop techniques to allow the real-time simulation of realistic cloth and clothing. Adaptive meshes have previously been developed to act as a bridge between low and high polygon meshes, aiming to adaptively exploit variations in the shape of the cloth. The mesh complexity is dynamically increased or refined to balance quality against computational cost during a simulation. A limitation of many approaches is they do not often consider the decimation or coarsening of previously refined areas, or otherwise are not fast enough for real-time applications. A novel edge-based adaptive mesh is developed for the fast incremental refinement and coarsening of a triangular mesh. A mass-spring network is integrated into the mesh permitting the real-time adaptive simulation of cloth, and techniques are developed for the simulation of clothing on an animated character
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