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1.
    
In physics-based liquid simulation for graphics applications, pressure projection consumes a significant amount of computational time and is frequently the bottleneck of the computational efficiency. How to rapidly apply the pressure projection and at the same time how to accurately capture the liquid geometry are always among the most popular topics in the current research trend in liquid simulations. In this paper, we incorporate an artificial neural network into the simulation pipeline for handling the tricky projection step for liquid animation. Compared with the previous neural-network-based works for gas flows, this paper advocates new advances in the composition of representative features as well as the loss functions in order to facilitate fluid simulation with free-surface boundary. Specifically, we choose both the velocity and the level-set function as the additional representation of the fluid states, which allows not only the motion but also the boundary position to be considered in the neural network solver. Meanwhile, we use the divergence error in the loss function to further emulate the lifelike behaviours of liquid. With these arrangements, our method could greatly accelerate the pressure projection step in liquid simulation, while maintaining fairly convincing visual results. Additionally, our neutral network performs well when being applied to new scene synthesis even with varied boundaries or scales.  相似文献   

2.
    
Fracture produces new mesh fragments that introduce additional degrees of freedom in the system dynamics. Existing finite element method (FEM) based solutions suffer from increasing computational cost as the system matrix size increases. We solve this problem by presenting a graph-based FEM model for fracture simulation that is remeshing-free and easily scales to high-resolution meshes. Our algorithm models fracture on the graph induced in a volumetric mesh with tetrahedral elements. We relabel the edges of the graph using a computed damage variable to initialize and propagate fracture. We prove that non-linear, hyper-elastic strain energy density is expressible entirely in terms of the edge lengths of the induced graph. This allows us to reformulate the system dynamics for the relabelled graph without changing the size of the system dynamics matrix and thus prevents the computational cost from blowing up. The fractured surface has to be reconstructed explicitly only for visualization purposes. We simulate standard laboratory experiments from structural mechanics and compare the results with corresponding real-world experiments. We fracture objects made of a variety of brittle and ductile materials, and show that our technique offers stability and speed that is unmatched in current literature.  相似文献   

3.
    
We present a novel retargeting algorithm that transfers the musculature of a reference anatomical model to new bodies with different sizes, body proportions, muscle capability, and joint range of motion while preserving the functionality of the original musculature as closely as possible. The geometric configuration and physiological parameters of musculotendon units are estimated and optimized to adapt to new bodies. The range of motion around joints is estimated from a motion capture dataset and edited further for individual models. The retargeted model is simulation‐ready, so we can physically simulate muscle‐actuated motor skills with the model. Our system is capable of generating a wide variety of anatomical bodies that can be simulated to walk, run, jump and dance while maintaining balance under gravity. We will also demonstrate the construction of individualized musculoskeletal models from bi‐planar X‐ray images and medical examination.  相似文献   

4.
  总被引:1,自引:0,他引:1       下载免费PDF全文
A physically-based model is presented for the simulation of a new type of deformable objects-inflatable objects, such as shaped balloons, which consist of pressurized air enclosed by an elastic surface. These objects have properties inherent in both 3D and 2D elastic bodies, as they demonstrate the behaviour of 3D shapes using 2D formulations. As there is no internal structure in them, their behaviour is substantially different from the behaviour of deformable solid objects. We use one of the few available models for deformable surfaces, and enhance it to include the forces of internal and external pressure. These pressure forces may also incorporate buoyancy forces, to allow objects filled with a low density gas to float in denser media. The obtained models demonstrate rich dynamic behaviour, such as bouncing, floating, deflation and inflation.  相似文献   

5.
    
The cloth simulation systems often suffer from excessive extension on the polygonal mesh, so an additional strain‐limiting process is typically used as a remedy in the simulation pipeline. A cloth model can be discretized as either a quadrilateral mesh or a triangular mesh, and their strains are measured differently. The edge‐based strain‐limiting method for a quadrilateral mesh creates anisotropic behaviour by nature, as discretization usually aligns the edges along the warp and weft directions. We improve this anisotropic technique by replacing the traditionally used equality constraints with inequality ones in the mathematical optimization, and achieve faster convergence. For a triangular mesh, the state‐of‐the‐art technique measures and constrains the strains along the two principal (and constantly changing) directions in a triangle, resulting in an isotropic behaviour which prohibits shearing. Based on the framework of inequality‐constrained optimization, we propose a warp and weft strain‐limiting formulation. This anisotropic model is more appropriate for textile materials that do not exhibit isotropic strain behaviour.  相似文献   

6.
    
Inspired by frictional behaviour that is observed when sliding matchsticks against one another at different angles, we propose a phenomenological anisotropic friction model for structured surfaces. Our model interpolates isotropic and anisotropic elliptical Coulomb friction parameters for a pair of surfaces with perpendicular and parallel structure directions (e.g. the wood grain direction). We view our model as a special case of an abstract friction model that produces a cone based on state information, specifically the relationship between structure directions. We show how our model can be integrated into LCP and NCP-based simulators using different solvers with both explicit and fully implicit time-integration. The focus of our work is on symmetric friction cones, and we therefore demonstrate a variety of simulation scenarios where the friction structure directions play an important part in the resulting motions. Consequently, authoring of friction using our model is intuitive and we demonstrate that our model is compatible with standard authoring practices, such as texture mapping.  相似文献   

7.
    
We propose a novel monolithic pure SPH formulation to simulate fluids strongly coupled with rigid bodies. This includes fluid incompressibility, fluid–rigid interface handling and rigid–rigid contact handling with a viable implicit particle-based dry friction formulation. The resulting global system is solved using a new accelerated solver implementation that outperforms existing fluid and coupled rigid–fluid simulation approaches. We compare results of our simulation method to analytical solutions, show performance evaluations of our solver and present a variety of new and challenging simulation scenarios.  相似文献   

8.
    
A major issue in smoothed particle hydrodynamics (SPH) approaches is the numerical dissipation during the projection process, especially under coarse discretizations. High‐frequency details, such as turbulence and vortices, are smoothed out, leading to unrealistic results. To address this issue, we introduce a vorticity refinement (VR) solver for SPH fluids with negligible computational overhead. In this method, the numerical dissipation of the vorticity field is recovered by the difference between the theoretical and the actual vorticity, so as to enhance turbulence details. Instead of solving the Biot‐Savart integrals, a stream function, which is easier and more efficient to solve, is used to relate the vorticity field to the velocity field. We obtain turbulence effects of different intensity levels by changing an adjustable parameter. Since the vorticity field is enhanced according to the curl field, our method can not only amplify existing vortices, but also capture additional turbulence. Our VR solver is straightforward to implement and can be easily integrated into existing SPH methods.  相似文献   

9.
滴水涟漪的计算机动画模拟   总被引:21,自引:1,他引:21  
模拟了近距离观察滴水涟漪的,用有限体积法求解二维的浅水波方程,在水表面受到扰动后自动产生波纹,为了增加真实感,加入了粒子系统,但与以往工作不同的是粒子被进一步分类成水滴、水柱、水粒和水泡。详细讨论了隐式曲面技术给这些液态物体造型,以便逼真地表现出这些液态物体的多变性。  相似文献   

10.
         下载免费PDF全文
We present a novel grid-based method for simulating multiple unmixable fluids moving and interacting. Unlike previous methods that can only represent the interface between two fluids (usually between liquid and gas), this method can handle an arbitrary number of fluids through multiple independent level sets coupled with a constrain condition. To capture the fluid surface more accurately, we extend the particle level set method to a multi-fluid version. It shares the advantages of the particle level set method, and has the ability to track the interfaces of multiple fluids. To handle the dynamic behavior of different fluids existing together, we use a multiphase fluid formulation based on a smooth weight function.  相似文献   

11.
基于物理模型的烟雾实时模拟   总被引:2,自引:0,他引:2  
本文提出了一种基于物理模型的烟雾的实时数值模拟方法.真实感和实时性是计算机图形学追求的两个目标.传统的动画技术生成的物体运动是虚拟的,并不能完全反映物体的真实运动.与传统的动画技术相比,基于物理的动画更能表现运动的真实性.在用非粘性不可压欧拉方程表示烟雾的物理模型的基础上,利用破开算子法将其分解成外力项、对流项和投影项分别进行求解,每一步都稳定,因而整个求解也就稳定.求解过程的稳定性保证了模拟可以用大时间步长,也就保证了模拟的实时性.与传统的方法相比,能同时满足计算机图形学的真实感和实时性要求.  相似文献   

12.
    
Physically‐based animation techniques enable more realistic and accurate animation to be created. We present a fully physically‐based approach for efficiently producing realistic‐looking animations of facial movement, including animation of expressive wrinkles. This involves simulation of detailed voxel‐based models using a graphics processing unit‐based total Lagrangian explicit dynamic finite element solver with an anatomical muscle contraction model, and advanced boundary conditions that can model the sliding of soft tissue over the skull. The flexibility of our approach enables detailed animations of gross and fine‐scale soft‐tissue movement to be easily produced with different muscle structures and material parameters, for example, to animate different aged skins. Although we focus on the forehead, our approach can be used to animate any multi‐layered soft body. © 2014 The Authors. Computer Animation and Virtual Worlds published by John Wiley & Sons, Ltd.  相似文献   

13.
    
In this paper, we present a novel direct solver for the efficient simulation of stiff, inextensible elastic rods within the position‐based dynamics (PBD) framework. It is based on the XPBD algorithm, which extends PBD to simulate elastic objects with physically meaningful material parameters. XPBD approximates an implicit Euler integration and solves the system of non‐linear equations using a non‐linear Gauss–Seidel solver. However, this solver requires many iterations to converge for complex models and if convergence is not reached, the material becomes too soft. In contrast, we use Newton iterations in combination with our direct solver to solve the non‐linear equations which significantly improves convergence by solving all constraints of an acyclic structure (tree), simultaneously. Our solver only requires a few Newton iterations to achieve high stiffness and inextensibility. We model inextensible rods and trees using rigid segments connected by constraints. Bending and twisting constraints are derived from the well‐established Cosserat model. The high performance of our solver is demonstrated in highly realistic simulations of rods consisting of multiple 10 000 segments. In summary, our method allows the efficient simulation of stiff rods in the PBD framework with a speedup of two orders of magnitude compared to the original XPBD approach.  相似文献   

14.
    
We propose a deformable body model in order to simulate the dynamic behaviour of human organs in surgical simulators. It is based on a spring surface mesh, fitted with a virtual rigid component which does not interact with the environment and provides the structure with a rigid behaviour. This specific structure is intended to be physically based and interactive but also to support dynamic alteration such as incisions, under several constraints: mechanical realism, robustness and real time. Moreover, interactions are taken into account by a 4D collision detection algorithm between polygonal objects, and reponse is computed analytically. Copyright © 2000 John Wiley & Sons, Ltd.  相似文献   

15.
Fast and Controllable Simulation of the Shattering of Brittle Objects   总被引:2,自引:0,他引:2  
We present a method for the rapid and controllable simulation of the shattering of brittle objects under impact. An object is represented as a set of point masses connected by distance-preserving linear constraints. This use of constraints, rather than stiff springs, gains us a significant advantage in speed while still retaining fine control over the fracturing behavior. The forces exerted by these constraints during impact are computed using Lagrange multipliers. These constraint forces are then used to determine when and where the object will break, and to calculate the velocities of the newly created fragments. We present the details of our technique together with examples illustrating its use.
An earlier version of this paper was presented at Graphics Interface 2000, held in Montreal, Canada.  相似文献   

16.
    
In this work, we present a novel approach for calibrating material model parameters for soft body simulations using real data. We use a fully differentiable pipeline, combining a differentiable soft body simulator and differentiable depth rendering, which permits fast gradient-based optimizations. Our method requires no data pre-processing, and minimal experimental set-up, as we directly minimize the L2-norm between raw LIDAR scans and rendered simulation states. In essence, we provide the first marker-free approach for calibrating a soft-body simulator to match observed real-world deformations. Our approach is inexpensive as it solely requires a consumer-level LIDAR sensor compared to acquiring a professional marker-based motion capture system. We investigate the effects of different material parameterizations and evaluate convergence for parameter optimization in both single and multi-material scenarios of varying complexity. Finally, we show that our set-up can be extended to optimize for dynamic behaviour as well.  相似文献   

17.
    
Rig‐space physics a finite element method(FEM) based simulation technique that aims at adding secondary motion on a character while maintaining seamless cooperation with traditional animation pipelines. We enhance the rig‐space physics by introducing several techniques, including general field interaction, proportional‐derivative control, and improved material control. This allows an animator to perform various interferences to the simulation process and create more abundant animation effects. Moreover, we also improve the numerical stability of the simulation algorithm by prepending a conjugate gradient procedure. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

18.
    
Physically based deformation simulation has been studied for many years in computer graphics. In order to simulate more complex geometric models and better meet the designer's requirements, many anisotropic approaches have been proposed in recent years. However, most of the approaches focus on simulating orthotropic models. In comparison with orthotropic models, nonorthotropic ones allow the objects to have anisotropic behaviors along nonorthogonal directions. In this paper, we introduce an improved approach to simulate nonorthotropic geometric models under large deformation. The improvements are mainly twofold. First, a frame field is specified on a given undeformed object, that is, each point of the object is equipped with a frame. In each local frame, we construct three independent vectors and form a nonorthogonal coordinate. Second, we design the deformation properties along each axis in the local nonorthogonal coordinate to get a local constitutive model. The final nonorthotropic model is generated by transforming the designed model from local nonorthogonal coordinates to the global standard Cartesian coordinate. To improve the stability, we introduce a time‐varying method to simultaneously track the local coordinates reorientation by pushing forward the original frame field to the deformed frame field. Experiments show that the deformation simulation using the designed nonorthotropic models exhibits anisotropic behaviors along different directions and are more stable than previous methods.  相似文献   

19.
    
Realistic modelling of a human-like character is one of the main topics in computer graphics to simulate human motion physically and also look realistically. Of the body parts, a human foot interacts with the ground, and plays an essential role in weight transmission, balancing posture and assisting ambulation. However, in the previous researches, the foot model was often simplified into one or two rigid bodies connected by a revolute joint. We propose a new foot model consisting of multiple segments to reproduce human foot shape and its functionality accurately. Based on the new model, we develop a foot pose controller that can reproduce foot postures that are generally not obtained in motion capture data. We demonstrate the validity of our foot model and the effectiveness of our foot controller with a variety of foot motions in a physics-based simulation.  相似文献   

20.
    
Fluid simulation has been one of the most critical topics in computer graphics for its capacity to produce visually realistic effects. The intricacy of fluid simulation manifests most with interacting dynamic elements. The coupling for such scenarios has always been challenging to manage due to the numerical instability arising from the coupling boundary between different elements. Therefore, we propose an implicit smoothed particle hydrodynamics fluid-elastic coupling approach to reduce the instability issue for fluid-fluid, fluid-elastic, and elastic-elastic coupling circumstances. By deriving the relationship between the universal pressure field with the incompressible attribute of the fluid, we apply the number density scheme to solve the pressure Poisson equation for both fluid and elastic material to avoid the density error for multi-material coupling and conserve the non-penetration condition for elastic objects interacting with fluid particles. Experiments show that our method can effectively handle the multiphase fluids simulation with elastic objects under various physical properties.  相似文献   

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