542 research outputs found

    ChainQueen: A Real-Time Differentiable Physical Simulator for Soft Robotics

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    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

    Six Degrees-of-Freedom Haptic Interaction with Fluids

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    International audienceIn this work, we propose a novel approach that allows real-time six Degrees of Freedom (DoF) haptic interaction with fluids of variable viscosity. Our haptic rendering technique, based on a Smoothed-Particle Hydrodynamics physical model, provides a realistic haptic feedback through physically based forces. 6DoF haptic interaction with fluids is made possible thanks to a new coupling scheme and a unified particle model, allowing the use of arbitrary-shaped rigid bodies. Particularly, fluid containers can be created to hold fluid and hence transmit to the user force feedback coming from fluid stirring, pouring, shaking, and scooping, to name a few. In addition, we adapted an existing visual rendering algorithm to meet the frame rate requirements of the haptic algorithms. We evaluate and illustrate the main features of our approach through different scenarios, highlighting the 6DoF haptic feedback and the use of containers

    Multiphase SPH simulation for interactive fluids and solids

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    This work extends existing multiphase-fluid SPH frameworks to cover solid phases, including deformable bodies and granular materials. In our extended multiphase SPH framework, the distribution and shapes of all phases, both fluids and solids, are uniformly represented by their volume fraction functions. The dynamics of the multiphase system is governed by conservation of mass and momentum within different phases. The behavior of individual phases and the interactions between them are represented by corresponding constitutive laws, which are functions of the volume fraction fields and the velocity fields. Our generalized multiphase SPH framework does not require separate equations for specific phases or tedious interface tracking. As the distribution, shape and motion of each phase is represented and resolved in the same way, the proposed approach is robust, efficient and easy to implement. Various simulation results are presented to demonstrate the capabilities of our new multiphase SPH framework, including deformable bodies, granular materials, interaction between multiple fluids and deformable solids, flow in porous media, and dissolution of deformable solids

    Real-time physical engine for floating objects with two-way fluid-structure coupling

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    A method to simulate graphic animations of objects floating in a water surface in real time is presented. The fluid is simulated by means of the Lattice Boltzmann method for the shallow-waters equations, and the movement of the floating objects is calculated with a Newtonian physical engine suitable for the mechanics of rigid bodies. A two-way interaction between the fluid surface and the object structures is achieved by providing inputs to the Newtonian engine representing buoyancy, drag and lift forces calculated from the solution of the Lattice Boltzmann scheme, which in turn is perturbed by displacement forces acting at the objects boundaries. The method is tested in animation scenes of boats and different adrift objects, showing excellent rendering rates in desktop computers.Fil: Lazo, Marcos Gonzalo. Universidad Nacional del Centro de la Provincia de Buenos Aires; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Tandil; ArgentinaFil: Garcia Bauza, Cristian Dario. Universidad Nacional del Centro de la Provincia de Buenos Aires; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Tandil; ArgentinaFil: Boroni, Gustavo Adolfo. Universidad Nacional del Centro de la Provincia de Buenos Aires; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Tandil; ArgentinaFil: Clausse, Alejandro. Comision Nacional de Energia Atomica. Gerencia Quimica. CAC; Argentina. Universidad Nacional del Centro de la Provincia de Buenos Aires; Argentin

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface
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