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1.
Finite element simulations in computer graphics are typically based on tetrahedral or hexahedral elements, which enables simple and efficient implementations, but in turn requires complicated remeshing in case of topological changes or adaptive refinement. We propose a flexible finite element method for arbitrary polyhedral elements, thereby effectively avoiding the need for remeshing. Our polyhedral finite elements are based on harmonic basis functions, which satisfy all necessary conditions for FEM simulations and seamlessly generalize both linear tetrahedral and trilinear hexahedral elements. We discretize harmonic basis functions using the method of fundamental solutions, which enables their flexible computation and efficient evaluation. The versatility of our approach is demonstrated on cutting and adaptive refinement within a simulation framework for corotated linear elasticity.  相似文献   

2.
Material interface reconstruction (MIR) is the task of constructing boundary interfaces between regions of homogeneous material, while satisfying volume constraints, over a structured or unstructured spatial domain. In this paper, we present a discrete approach to MIR based upon optimizing the labeling of fractional volume elements within a discretization of the problem's original domain. We detail how to construct and initially label a discretization, and introduce a volume conservative swap move for optimization. Furthermore, we discuss methods for extracting and visualizing material interfaces from the discretization. Our technique has significant advantages over previous methods: we produce interfaces between multiple materials that are continuous across cell boundaries for time‐varying and static data in arbitrary dimension with bounded error.  相似文献   

3.
Given a 3D solid model S represented by a tetrahedral mesh, we describe a novel algorithm to compute a hierarchy of convex polyhedra that tightly enclose S. The hierarchy can be browsed at interactive speed on a modern PC and it is useful for implementing an intuitive feature selection paradigm for 3D editing environments. Convex parts often coincide with perceptually relevant shape components and, for their identification, existing methods rely on the boundary surface only. In contrast, we show that the notion of part concavity can be expressed and implemented more intuitively and efficiently by exploiting a tetrahedrization of the shape volume. The method proposed is completely automatic, and generates a tree of convex polyhedra in which the root is the convex hull of the whole shape, and the leaves are the tetrahedra of the input mesh. The algorithm proceeds bottom‐up by hierarchically clustering tetrahedra into nearly convex aggregations, and the whole process is significantly fast. We prove that, in the average case, for a mesh of n tetrahedra O(n log2 n) operations are sufficient to compute the whole tree.  相似文献   

4.
Adaptive Space Deformations Based on Rigid Cells   总被引:5,自引:0,他引:5  
We propose a new adaptive space deformation method for interactive shape modeling. A novel energy formulation based on elastically coupled volumetric cells yields intuitive detail preservation even under large deformations. By enforcing rigidity of the cells, we obtain an extremely robust numerical solver for the resulting nonlinear optimization problem. Scalability is achieved using an adaptive spatial discretization that is decoupled from the resolution of the embedded object. Our approach is versatile and easy to implement, supports thin-shell and solid deformations of 2D and 3D objects, and is applicable to arbitrary sample-based representations, such as meshes, triangle soups, or point clouds.  相似文献   

5.
We present graphics processing unit (GPU) data structures and algorithms to efficiently solve sparse linear systems that are typically required in simulations of multi‐body systems and deformable bodies. Thereby, we introduce an efficient sparse matrix data structure that can handle arbitrary sparsity patterns and outperforms current state‐of‐the‐art implementations for sparse matrix vector multiplication. Moreover, an efficient method to construct global matrices on the GPU is presented where hundreds of thousands of individual element contributions are assembled in a few milliseconds. A finite‐element‐based method for the simulation of deformable solids as well as an impulse‐based method for rigid bodies are introduced in order to demonstrate the advantages of the novel data structures and algorithms. These applications share the characteristic that a major computational effort consists of building and solving systems of linear equations in every time step. Our solving method results in a speed‐up factor of up to 13 in comparison to other GPU methods.  相似文献   

6.
Higher‐order finite element methods have emerged as an important discretization scheme for simulation. They are increasingly used in contemporary numerical solvers, generating a new class of data that must be analyzed by scientists and engineers. Currently available visualization tools for this type of data are either batch oriented or limited to certain cell types and polynomial degrees. Other approaches approximate higher‐order data by resampling resulting in trade‐offs in interactivity and quality. To overcome these limitations, we have developed a distributed visualization system which allows for interactive exploration of non‐conforming unstructured grids, resulting from space‐time discontinuous Galerkin simulations, in which each cell has its own higher‐order polynomial solution. Our system employs GPU‐based raycasting for direct volume rendering of complex grids which feature non‐convex, curvilinear cells with varying polynomial degree. Frequency‐based adaptive sampling accounts for the high variations along rays. For distribution across a GPU cluster, the initial object‐space partitioning is determined by cell characteristics like the polynomial degree and is adapted at runtime by a load balancing mechanism. The performance and utility of our system is evaluated for different aeroacoustic simulations involving the propagation of shock fronts.  相似文献   

7.
Textured Liquids based on the Marker Level Set   总被引:1,自引:0,他引:1  
In this work we propose a new Eulerian method for handling the dynamics of a liquid and its surface attributes (for example its color). Our approach is based on a new method for interface advection that we term the Marker Level Set (MLS). The MLS method uses surface markers and a level set for tracking the surface of the liquid, yielding more efficient and accurate results than popular methods like the Particle Level Set method (PLS). Another novelty is that the surface markers allow the MLS to handle non-diffusively surface texture advection, a rare capability in the realm of Eulerian simulation of liquids. We present several simulations of the dynamical evolution of liquids and their surface textures.  相似文献   

8.
Recent advances in physically‐based simulations have made it possible to generate realistic animations. However, in the case of solid‐fluid coupling, wetting effects have rarely been noticed despite their visual importance especially in interactions between fluids and granular materials. This paper presents a simple particle‐based method to model the physical mechanism of wetness propagating through granular materials; Fluid particles are absorbed in the spaces between the granular particles and these wetted granular particles then stick together due to liquid bridges that are caused by surface tension and which will subsequently disappear when over‐wetting occurs. Our method can handle these phenomena by introducing a wetness value for each granular particle and by integrating those aspects of behavior that are dependent on wetness into the simulation framework. Using this method, a GPU‐based simulator can achieve highly dynamic animations that include wetting effects in real time.  相似文献   

9.
In this paper, we exploit the use of peridynamics theory for graphical animation of material deformation and fracture. We present a new meshless framework for elastoplastic constitutive modelling that contrasts with previous approaches in graphics. Our peridynamics‐based elastoplasticity model represents deformation behaviours of materials with high realism. We validate the model by varying the material properties and performing comparisons with finite element method (FEM) simulations. The integral‐based nature of peridynamics makes it trivial to model material discontinuities, which outweighs differential‐based methods in both accuracy and ease of implementation. We propose a simple strategy to model fracture in the setting of peridynamics discretization. We demonstrate that the fracture criterion combined with our elastoplasticity model could realistically produce ductile fracture as well as brittle fracture. Our work is the first application of peridynamics in graphics that could create a wide range of material phenomena including elasticity, plasticity, and fracture. The complete framework provides an attractive alternative to existing methods for producing modern visual effects.  相似文献   

10.
We present an interactive method that allows animated characters to navigate through cluttered environments. Our characters are equipped with a variety of motion skills to clear obstacles, narrow passages, and highly constrained environment features. Our control method incorporates a behavior model into well‐known, standard path planning algorithms. Our behavior model, called deformable motion, consists of a graph of motion capture fragments. The key idea of our approach is to add flexibility on motion fragments such that we can situate them into a cluttered environment via constraint‐based formulation. We demonstrate our deformable motion for realtime interactive navigation and global path planning in highly constrained virtual environments.  相似文献   

11.
12.
Traditionally, Lagrangian fields such as finite‐time Lyapunov exponents (FTLE) are precomputed on a discrete grid and are ray casted afterwards. This, however, introduces both grid discretization errors and sampling errors during ray marching. In this work, we apply a progressive, view‐dependent Monte Carlo‐based approach for the visualization of such Lagrangian fields in time‐dependent flows. Our approach avoids grid discretization and ray marching errors completely, is consistent, and has a low memory consumption. The system provides noisy previews that converge over time to an accurate high‐quality visualization. Compared to traditional approaches, the proposed system avoids explicitly predefined fieldline seeding structures, and uses a Monte Carlo sampling strategy named Woodcock tracking to distribute samples along the view ray. An acceleration of this sampling strategy requires local upper bounds for the FTLE values, which we progressively acquire during the rendering. Our approach is tailored for high‐quality visualizations of complex FTLE fields and is guaranteed to faithfully represent detailed ridge surface structures as indicators for Lagrangian coherent structures (LCS). We demonstrate the effectiveness of our approach by using a set of analytic test cases and real‐world numerical simulations.  相似文献   

13.
Summary This paper is an overview of recent developments in the construction of finite element interpolants, which areC 0-conforming on polygonal domains. In 1975, Wachspress proposed a general method for constructing finite element shape functions on convex polygons. Only recently has renewed interest in such interpolants surfaced in various disciplines including: geometric modeling, computer graphics, and finite element computations. This survey focuses specifically on polygonal shape functions that satisfy the properties of barycentric coordinates: (a) form a partition of unity, and are non-negative; (b) interpolate nodal data (Kronecker-delta property), (c) are linearly complete or satisfy linear precision, and (d) are smooth within the domain. We compare and contrast the construction and properties of various polygonal interpolants—Wachspress basis functions, mean value coordinates, metric coordinate method, natural neighbor-based coordinates, and maximum entropy shape functions. Numerical integration of the Galerkin weak form on polygonal domains is discussed, and the performance of these polygonal interpolants on the patch test is studied.  相似文献   

14.
We present photon beam diffusion, an efficient numerical method for accurately rendering translucent materials. Our approach interprets incident light as a continuous beam of photons inside the material. Numerically integrating diffusion from such extended sources has long been assumed computationally prohibitive, leading to the ubiquitous single‐depth dipole approximation and the recent analytic sum‐of‐Gaussians approach employed by Quantized Diffusion. In this paper, we show that numerical integration of the extended beam is not only feasible, but provides increased speed, flexibility, numerical stability, and ease of implementation, while retaining the benefits of previous approaches. We leverage the improved diffusion model, but propose an efficient and numerically stable Monte Carlo integration scheme that gives equivalent results using only 3–5 samples instead of 20–60 Gaussians as in previous work. Our method can account for finite and multi‐layer materials, and additionally supports directional incident effects at surfaces. We also propose a novel diffuse exact single‐scattering term which can be integrated in tandem with the multi‐scattering approximation. Our numerical approach furthermore allows us to easily correct inaccuracies of the diffusion model and even combine it with more general Monte Carlo rendering algorithms. We provide practical details necessary for efficient implementation, and demonstrate the versatility of our technique by incorporating it on top of several rendering algorithms in both research and production rendering systems.  相似文献   

15.
Virtual cutting of deformable bodies has been an important and active research topic in physically based modelling and simulation for more than a decade. A particular challenge in virtual cutting is the robust and efficient incorporation of cuts into an accurate computational model that is used for the simulation of the deformable body. This report presents a coherent summary of the state of the art in virtual cutting of deformable bodies, focusing on the distinct geometrical and topological representations of the deformable body, as well as the specific numerical discretizations of the governing equations of motion. In particular, we discuss virtual cutting based on tetrahedral, hexahedral and polyhedral meshes, in combination with standard, polyhedral, composite and extended finite element discretizations. A separate section is devoted to meshfree methods. Furthermore, we discuss cutting‐related research problems such as collision detection and haptic rendering in the context of interactive cutting scenarios. The report is complemented with an application study to assess the performance of virtual cutting simulators.  相似文献   

16.
We present a robust and efficient algorithm for the pairwise non‐rigid registration of partially overlapping 3D surfaces. Our approach treats non‐rigid registration as an optimization problem and solves it by alternating between correspondence and deformation optimization. Assuming approximately isometric deformations, robust correspondences are generated using a pruning mechanism based on geodesic consistency. We iteratively learn an appropriate deformation discretization from the current set of correspondences and use it to update the correspondences in the next iteration. Our algorithm is able to register partially similar point clouds that undergo large deformations, in just a few seconds. We demonstrate the potential of our algorithm in various applications such as example based articulated segmentation, and shape interpolation.  相似文献   

17.
18.
We describe a robust but simple algorithm to reconstruct a surface from a set of merged range scans. Our key contribution is the formulation of the surface reconstruction problem as an energy minimisation problem that explicitly models the scanning process. The adaptivity of the Delaunay triangulation is exploited by restricting the energy to inside/outside labelings of Delaunay tetrahedra. Our energy measures both the output surface quality and how well the surface agrees with soft visibility constraints. Such energy is shown to perfectly fit into the minimum s ? t cuts optimisation framework, allowing fast computation of a globally optimal tetrahedra labeling, while avoiding the “shrinking bias” that usually plagues graph cuts methods. The behaviour of our method confronted to noise, undersampling and outliers is evaluated on several data sets and compared with other methods through different experiments: its strong robustness would make our method practical not only for reconstruction from range data but also from typically more difficult dense point clouds, resulting for instance from stereo image matching. Our effective modeling of the surface acquisition inverse problem, along with the unique combination of Delaunay triangulation and minimum s ? t cuts, makes the computational requirements of the algorithm scale well with respect to the size of the input point cloud.  相似文献   

19.
We present a technique for steganography in polygonal meshes. Our method hides a message in the indexed rep‐resentation of a mesh by permuting the order in which faces and vertices are stored. The permutation is relative to a reference ordering that encoder and decoder derive from the mesh connectivity in a consistent manner. Our method is distortion‐free because it does not modify the geometry of the mesh. Compared to previous steganographic methods for polygonal meshes our capacity is up to an order of magnitude better. Our steganography algorithm is universal and can be used instead of the standard permutation steganography algorithm on arbitrary datasets. The standard algorithm runs in Ω (n2 log2 n log log n) time and achieves optimal O(nlog n) bit capacity on datasets with n elements. In contrast, our algorithm runs in O(n) time, achieves a capacity that is only one bit per element less than optimal, and is extremely simple to implement.  相似文献   

20.
In this paper we analyze normal vector representations. We derive the error of the most widely used representation, namely 3D floating‐point normal vectors. Based on this analysis, we show that, in theory, the discretization error inherent to single precision floating‐point normals can be achieved by 250.2 uniformly distributed normals, addressable by 51 bits. We review common sphere parameterizations and show that octahedron normal vectors perform best: they are fast and stable to compute, have a controllable error, and require only 1 bit more than the theoretical optimal discretization with the same error.  相似文献   

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