Figure 1: Design of isotropic nonlinear materials: The soft-body motion of the wrestler was computed using FEM, constrained to a motion capture skeletal dancing animation. Using our method, we designed a nonlinear isotropic material that performs well both during impulsive and gentle animation phases. Top row: the wrestler is performing high jumps. The soft Neo-Hookean material exhibits artifacts (belly, thighs) when the character moves abruptly. Our material and the stiff Neo-Hookean material produce good deformations. Bottom row: deformations during a gentle phase (walking while dancing) of the same motion sequence. The soft Neo-Hookean material and our method produce rich small-deformation dynamics, whereas the stiff Neo-Hookean material inhibits it. The Young's modulus of material (a) was chosen to produce good dynamics during gentle motion. We then edited it to address impulsive motion, producing (c). The stiff material in (b) is the best matching material to (c) among Neo-Hookean materials, minimizing the L 2 material curve difference to (c). AbstractThe Finite Element Method is widely used for solid deformable object simulation in film, computer games, virtual reality and medicine. Previous applications of nonlinear solid elasticity employed materials from a few standard families such as linear corotational, nonlinear St.Venant-Kirchhoff, Neo-Hookean, Ogden or Mooney-Rivlin materials. However, the spaces of all nonlinear isotropic and anisotropic materials are infinite-dimensional and much broader than these standard materials. In this paper, we demonstrate how to intuitively explore the space of isotropic and anisotropic nonlinear materials, for design of animations in computer graphics and related fields. In order to do so, we first formulate the internal elastic forces and tangent stiffness matrices in the space of the principal stretches of the material. We then demonstrate how to design new isotropic materials by editing a single stress-strain curve, using a spline interface. Similarly, anisotropic (orthotropic) materials can be designed by editing three curves, one for each material direction. We demonstrate that modifying these curves using our proposed interface has an intuitive, visual, effect on the simulation. Our materials accelerate simulation design and enable visual effects that are difficult or impossible to achieve with standard nonlinear materials.
This practice and experience paper describes a robust C++ implementation of several non‐linear solid three‐dimensional deformable object strategies commonly employed in computer graphics, named the Vega finite element method (FEM) simulation library. Deformable models supported include co‐rotational linear FEM elasticity, Saint–Venant Kirchhoff FEM model, mass–spring system and invertible FEM models: neo‐Hookean, Saint–Venant Kirchhoff and Mooney–Rivlin. We provide several timestepping schemes, including implicit Newmark and backward Euler integrators, and explicit central differences. The implementation of material models is separated from integration, which makes it possible to employ our code not only for simulation, but also for deformable object control and shape modelling. We extensively compare the different material models and timestepping schemes. We provide practical experience and insight gained while using our code in several computer animation and simulation research projects.
Figure 1: Frames from a sequence where water is poured on a lumpy board. AbstractIn this paper, we present a point-based method for animating incompressible flow. The advection term is handled by moving the sample points through the flow in a Lagrangian fashion. However, unlike most previous approaches, the pressure term is handled by performing a projection onto a divergence-free field. To perform the pressure projection, we compute a Voronoi diagram with the sample points as input. Borrowing from Finite Volume Methods, we then invoke the divergence theorem and ensure that each Voronoi cell is divergence free. To handle complex boundary conditions, Voronoi cells are clipped against obstacle boundaries and free surfaces. The method is stable, flexible and combines many of the desirable features of point-based and grid-based methods. We demonstrate our approach on several examples of splashing and streaming liquid and swirling smoke.
Figure 1: This simulation of splashing fluid was textured using our texture synthesis method for liquid animations. Even though the surface distorts significantly, the salient characteristics of the synthesized texture remain constant.
We present an interactive animation editor for complex deformable object animations. Given an existing animation, the artist directly manipulates the deformable body at any time frame, and the surrounding animation immediately adjusts in response. The automatic adjustments are designed to respect physics, preserve detail in both the input motion and geometry, respect prescribed bilateral contact constraints, and controllably and smoothly decay in spacetime. While the utility of interactive editing for rigid body and articulated figure animations is widely recognized, a corresponding approach to deformable bodies has not been technically feasible before. We achieve interactive rates by combining spacetime model reduction, rotation-strain coordinate warping, linearized elasticity, and direct manipulation. This direct editing tool can serve the final stages of animation production, which often call for detailed, direct adjustments that are otherwise tedious to realize by re-simulation or frame-by-frame editing.
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