80 research outputs found

    Meshless animation of fracturing solids

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    We present a new meshless animation framework for elastic and plastic materials that fracture. Central to our method is a highly dynamic surface and volume sampling method that supports arbitrary crack initiation, propagation, and termination, while avoiding many of the stability problems of traditional mesh-based techniques. We explicitly model advancing crack fronts and associated fracture surfaces embedded in the simulation volume. When cutting through the material, crack fronts directly affect the coupling between simulation nodes, requiring a dynamic adaptation of the nodal shape functions. We show how local visibility tests and dynamic caching lead to an efficient implementation of these effects based on point collocation. Complex fracture patterns of interacting and branching cracks are handled using a small set of topological operations for splitting, merging, and terminating crack fronts. This allows continuous propagation of cracks with highly detailed fracture surfaces, independent of the spatial resolution of the simulation nodes, and provides effective mechanisms for controlling fracture paths. We demonstrate our method for a wide range of materials, from stiff elastic to highly plastic objects that exhibit brittle and/or ductile fracture. Copyright © 2005 by the Association for Computing Machinery, Inc

    Cutting and Fracturing Models without Remeshing

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    Abstract. A finite element simulation framework for cutting and fracturing model without remeshing is presented. The main idea of proposed method is adding a discontinuous function for the standard approximation to account for the crack. A feasible technique is adopted for dealing with multiple cracks and intersecting cracks. Several involved problems including extended freedoms of finite element nodes as well as mass matrix calculation are discussed. The presented approach is easy to simulate object deformation while changing topology. Moreover, previous methods developed in standard finite element framework, such as the stiffness warping method, can be extended and utilized

    Simulating Fractures with Bonded Discrete Element Method

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    Along with motion and deformation, fracture is a fundamental behaviour for solid materials, playing a critical role in physically-based animation. Many simulation methods including both continuum and discrete approaches have been used by the graphics community to animate fractures for various materials. However, compared with motion and deformation, fracture remains a challenging task for simulation, because the material's geometry, topology and mechanical states all undergo continuous (and sometimes chaotic) changes as fragmentation develops. Recognizing the discontinuous nature of fragmentation, we propose a discrete approach, namely the Bonded Discrete Element Method (BDEM), for fracture simulation. The research of BDEM in engineering has been growing rapidly in recent years, while its potential in graphics has not been explored. We also introduce several novel changes to BDEM to make it more suitable for animation design. Compared with other fracture simulation methods, the BDEM has some attractive benefits, e.g. efficient handling of multiple fractures, simple formulation and implementation, and good scaling consistency. But it also has some critical weaknesses, e.g. high computational cost, which demand further research. A number of examples are presented to demonstrate the pros and cons, which are then highlighted in the conclusion and discussion

    A moving least square reproducing kernel particle method for unified multiphase continuum simulation

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    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

    Doctor of Philosophy in Computing

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    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

    A practical method for animating anisotropic elastoplastic materials

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    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 comparative review of peridynamics and phase-field models for engineering fracture mechanics

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    Computational modeling of the initiation and propagation of complex fracture is central to the discipline of engineering fracture mechanics. This review focuses on two promising approaches: phase-field (PF) and peridynamic (PD) models applied to this class of problems. The basic concepts consisting of constitutive models, failure criteria, discretization schemes, and numerical analysis are briefly summarized for both models. Validation against experimental data is essential for all computational methods to demonstrate predictive accuracy. To that end, the Sandia Fracture Challenge and similar experimental data sets where both models could be benchmarked against are showcased. Emphasis is made to converge on common metrics for the evaluation of these two fracture modeling approaches. Both PD and PF models are assessed in terms of their computational effort and predictive capabilities, with their relative advantages and challenges are summarized

    Doctor of Philosophy

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    dissertationPhysical simulation has become an essential tool in computer animation. As the use of visual effects increases, the need for simulating real-world materials increases. In this dissertation, we consider three problems in physics-based animation: large-scale splashing liquids, elastoplastic material simulation, and dimensionality reduction techniques for fluid simulation. Fluid simulation has been one of the greatest successes of physics-based animation, generating hundreds of research papers and a great many special effects over the last fifteen years. However, the animation of large-scale, splashing liquids remains challenging. We show that a novel combination of unilateral incompressibility, mass-full FLIP, and blurred boundaries is extremely well-suited to the animation of large-scale, violent, splashing liquids. Materials that incorporate both plastic and elastic deformations, also referred to as elastioplastic materials, are frequently encountered in everyday life. Methods for animating such common real-world materials are useful for effects practitioners and have been successfully employed in films. We describe a point-based method for animating elastoplastic materials. Our primary contribution is a simple method for computing the deformation gradient for each particle in the simulation. Given the deformation gradient, we can apply arbitrary constitutive models and compute the resulting elastic forces. Our method has two primary advantages: we do not store or compare to an initial rest configuration and we work directly with the deformation gradient. The first advantage avoids poor numerical conditioning and the second naturally leads to a multiplicative model of deformation appropriate for finite deformations. One of the most significant drawbacks of physics-based animation is that ever-higher fidelity leads to an explosion in the number of degrees of freedom

    A comparative review of peridynamics and phase-field models for engineering fracture mechanics

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    Computational modeling of the initiation and propagation of complex fracture is central to the discipline of engineering fracture mechanics. This review focuses on two promising approaches: phase-field (PF) and peridynamic (PD) models applied to this class of problems. The basic concepts consisting of constitutive models, failure criteria, discretization schemes, and numerical analysis are briefly summarized for both models. Validation against experimental data is essential for all computational methods to demonstrate predictive accuracy. To that end, the Sandia Fracture Challenge and similar experimental data sets where both models could be benchmarked against are showcased. Emphasis is made to converge on common metrics for the evaluation of these two fracture modeling approaches. Both PD and PF models are assessed in terms of their computational effort and predictive capabilities, with their relative advantages and challenges are summarized. © 2022, The Author(s)
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