Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3677388.3696322acmconferencesArticle/Chapter ViewAbstractPublication PagesmigConference Proceedingsconference-collections
research-article
Open access

Gram-Schmidt voxel constraints for real-time destructible soft bodies

Published: 21 November 2024 Publication History

Abstract

Much previous research about fracture of deformable bodies has focused on physical principles (e.g. energy and mass conservation), leading to simulation methods that are very realistic, but not yet applicable in real-time. We present a stylized animation method for destruction that is visually plausible and capable of running at hundreds of frames per second by sacrificing visual realism and physical accuracy.
In this paper we describe a new volume-preserving voxel constraint based on Gram-Schmidt orthonomalization for real-time animation of soft bodies. This constraint can be used in tandem with a breakable face-to-face voxel constraint to create destructible models. The model creation pipeline and constraints presented here are designed to minimize the number of partitions needed for parallel Gauss-Seidel iterations. We compare the proposed techniques with shape constraints and the state-of-the-art material point method on the basis of memory usage, computation time and visual results.

References

[1]
Nadine Abu Rumman and Marco Fratarcangeli. 2015. Position-based skinning for soft articulated characters. 34, 6 (2015), 240–250.
[2]
Jan Bender, Matthias Müller, and Miles Macklin. 2017. A survey on position based dynamics, 2017. In Proceedings of the European Association for Computer Graphics: Tutorials. 1–31.
[3]
Paul J Besl and Neil D McKay. 1992. Method for registration of 3-D shapes. In Sensor fusion IV: control paradigms and data structures, Vol. 1611. Spie, 586–606.
[4]
Cyril Crassin and Simon Green. 2012. Octree-based sparse voxelization using the GPU hardware rasterizer. OpenGL Insights (2012), 303–318.
[5]
Mathieu Desbrun, Peter Schröder, and Alan Barr. 1999. Interactive animation of structured deformable objects. In Graphics Interface, Vol. 99. 10.
[6]
Christian Dick, Joachim Georgii, and Rüdiger Westermann. 2010. A hexahedral multigrid approach for simulating cuts in deformable objects. IEEE Transactions on Visualization and Computer Graphics 17, 11 (2010), 1663–1675.
[7]
Junheng Fang, Lihua You, Ehtzaz Chaudhry, and Jian Zhang. 2023. State-of-the-art improvements and applications of position based dynamics. Computer Animation and Virtual Worlds 34, 5 (2023), e2143.
[8]
Sarah F Frisken-Gibson. 1999. Using linked volumes to model object collisions, deformation, cutting, carving, and joining. IEEE transactions on visualization and computer graphics 5, 4 (1999), 333–348.
[9]
Gene H Golub and Charles F Van Loan. 2013. Matrix computations. JHU press.
[10]
Peter Hachenberger and Lutz Kettner. 2024. 3D Boolean Operations on Nef Polyhedra. In CGAL User and Reference Manual (5.6.1 ed.). CGAL Editorial Board. https://doc.cgal.org/5.6.1/Manual/packages.html#PkgNef3
[11]
Yuanming Hu, Yu Fang, Ziheng Ge, Ziyin Qu, Yixin Zhu, Andre Pradhana, and Chenfanfu Jiang. 2018. A moving least squares material point method with displacement discontinuity and two-way rigid body coupling. ACM Transactions on Graphics (TOG) 37, 4 (2018), 1–14.
[12]
Thomas Jakobsen. 2001. Advanced character physics. In Game developers conference, Vol. 3. IO Interactive, Copenhagen Denmark, 383–401.
[13]
Chenfanfu Jiang, Craig Schroeder, Joseph Teran, Alexey Stomakhin, and Andrew Selle. 2016. The material point method for simulating continuum materials. In ACM SIGGRAPH 2016 Courses. 1–52.
[14]
Ben Jones, April Martin, Joshua A Levine, Tamar Shinar, and Adam W Bargteil. 2016. Ductile fracture for clustered shape matching. In Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 65–70.
[15]
Dan Koschier, Jan Bender, and Nils Thuerey. 2017. Robust extended finite elements for complex cutting of deformables. ACM Transactions on Graphics (TOG) 36, 4 (2017), 1–13.
[16]
Christoph Kubisch. 2018. Introduction to Turing mesh shaders. NVIDIA Developer Technical Blog (2018). https://developer.nvidia.com/blog/introduction-turing-mesh-shaders/
[17]
Christian Lauterbach, Michael Garland, Shubhabrata Sengupta, David Luebke, and Dinesh Manocha. 2009. Fast BVH construction on GPUs. In Computer Graphics Forum, Vol. 28. Wiley Online Library, 375–384.
[18]
Ta-Chih Lee, Rangasami L Kashyap, and Chong-Nam Chu. 1994. Building skeleton models via 3-D medial surface axis thinning algorithms. CVGIP: graphical models and image processing 56, 6 (1994), 462–478.
[19]
Miles Macklin and Matthias Muller. 2021. A constraint-based formulation of stable neo-hookean materials. In Proceedings of the 14th ACM SIGGRAPH conference on motion, interaction and games. 1–7.
[20]
Miles Macklin, Matthias Müller, Nuttapong Chentanez, and Tae-Yong Kim. 2014. Unified particle physics for real-time applications. ACM Transactions on Graphics (TOG) 33, 4 (2014), 1–12.
[21]
Avirup Mandal, Parag Chaudhuri, and Subhasis Chaudhuri. 2022. Simulating Fracture in Anisotropic Materials Containing Impurities. In Proceedings of the 15th ACM SIGGRAPH Conference on Motion, Interaction and Games. 1–10.
[22]
Tim McGraw. 2024. Mesh Mortal Kombat: Real-time voxelized soft-body destruction. In ACM SIGGRAPH 2024 Real-Time Live! (Denver, CO, USA) (SIGGRAPH ’24). Association for Computing Machinery, New York, NY, USA, Article 5, 2 pages.
[23]
Matthias Müller, Jan Bender, Nuttapong Chentanez, and Miles Macklin. 2016. A robust method to extract the rotational part of deformations. In Proceedings of the 9th International Conference on Motion in Games. 55–60.
[24]
Matthias Müller and Nuttapong Chentanez. 2011. Solid simulation with oriented particles. In ACM SIGGRAPH 2011 papers. 1–10.
[25]
Matthias Müller, Nuttapong Chentanez, Miles Macklin, and Stefan Jeschke. 2017. Long range constraints for rigid body simulations. In Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 1–10.
[26]
Matthias Müller, Bruno Heidelberger, Marcus Hennix, and John Ratcliff. 2007. Position based dynamics. Journal of Visual Communication and Image Representation 18, 2 (2007), 109–118.
[27]
Matthias Müller, Bruno Heidelberger, Matthias Teschner, and Markus Gross. 2005. Meshless deformations based on shape matching. ACM transactions on graphics (TOG) 24, 3 (2005), 471–478.
[28]
Matthias Müller, Miles Macklin, Nuttapong Chentanez, and Stefan Jeschke. 2022. Physically based shape matching. In Computer Graphics Forum, Vol. 41. Wiley Online Library, 1–7.
[29]
Matthias Muller, Matthias Teschner, and Markus Gross. 2004. Physically-based simulation of objects represented by surface meshes. In Proceedings Computer Graphics International, 2004. IEEE, 26–33.
[30]
James F O’Brien, Adam W Bargteil, and Jessica K Hodgins. 2002. Graphical modeling and animation of ductile fracture. In Proceedings of the 29th annual conference on Computer graphics and interactive techniques. 291–294.
[31]
James F O’Brien and Jessica K Hodgins. 1999. Graphical modeling and animation of brittle fracture. In Proceedings of the 26th annual conference on Computer graphics and interactive techniques. 137–146.
[32]
Daniel Ruijters, Bart M ter Haar Romeny, and Paul Suetens. 2008. Efficient GPU-based texture interpolation using uniform B-splines. Journal of Graphics Tools 13, 4 (2008), 61–69.
[33]
Ruediger Schmedding and Matthias Teschner. 2008. Inversion handling for stable deformable modeling. The Visual Computer 24 (2008), 625–633.
[34]
Alexey Stomakhin, Craig Schroeder, Lawrence Chai, Joseph Teran, and Andrew Selle. 2013. A material point method for snow simulation. ACM Transactions on Graphics (TOG) 32, 4 (2013), 1–10.
[35]
Tilo Strutz. 2021. The distance transform and its computation. arXiv preprint arXiv:2106.03503 (2021).
[36]
Demetri Terzopoulos and Kurt Fleischer. 1988. Modeling inelastic deformation: viscolelasticity, plasticity, fracture. In Proceedings of the 15th annual conference on Computer graphics and interactive techniques. 269–278.
[37]
Demetri Terzopoulos, John Platt, Alan Barr, and Kurt Fleischer. 1987. Elastically deformable models. In Proceedings of the 14th annual conference on Computer graphics and interactive techniques. 205–214.
[38]
The CGAL Project. 2024. CGAL User and Reference Manual (5.6.1 ed.). CGAL Editorial Board. https://doc.cgal.org/5.6.1/Manual/packages.html
[39]
Quoc-Minh Ton-That, Paul G Kry, and Sheldon Andrews. 2023. Parallel block Neo-Hookean XPBD using graph clustering. Computers & Graphics 110 (2023), 1–10.
[40]
Johannes Unterguggenberger, Bernhard Kerbl, Jakob Pernsteiner, and Michael Wimmer. 2021. Conservative meshlet bounds for robust culling of skinned meshes. In Computer graphics forum, Vol. 40. Wiley Online Library, 57–69.
[41]
Stephanie Wang, Mengyuan Ding, Theodore F Gast, Leyi Zhu, Steven Gagniere, Chenfanfu Jiang, and Joseph M Teran. 2019. Simulation and visualization of ductile fracture with the material point method. Proceedings of the ACM on Computer Graphics and Interactive Techniques 2, 2 (2019), 1–20.
[42]
TE Wiegand. 1996. Interactive rendering of CSG models. In Computer Graphics Forum, Vol. 15. Wiley Online Library, 249–261.
[43]
Chris Wojtan and Greg Turk. 2008. Fast viscoelastic behavior with thin features. In ACM SIGGRAPH 2008 papers. 1–8.
[44]
Joshuah Wolper, Yu Fang, Minchen Li, Jiecong Lu, Ming Gao, and Chenfanfu Jiang. 2019. CD-MPM: continuum damage material point methods for dynamic fracture animation. ACM Transactions on Graphics (TOG) 38, 4 (2019), 1–15.
[45]
Xiao Yan, C-F Li, X-S Chen, and S-M Hu. 2018. MPM simulation of interacting fluids and solids. In Computer Graphics Forum, Vol. 37. Wiley Online Library, 183–193.
[46]
Yongning Zhu and Robert Bridson. 2005. Animating sand as a fluid. ACM Transactions on Graphics (TOG) 24, 3 (2005), 965–972.

Index Terms

  1. Gram-Schmidt voxel constraints for real-time destructible soft bodies

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games
    November 2024
    222 pages
    ISBN:9798400710902
    DOI:10.1145/3677388
    This work is licensed under a Creative Commons Attribution International 4.0 License.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 21 November 2024

    Check for updates

    Author Tags

    1. animation
    2. fracture
    3. physics
    4. simulation

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    MIG '24
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate -9 of -9 submissions, 100%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • 0
      Total Citations
    • 196
      Total Downloads
    • Downloads (Last 12 months)196
    • Downloads (Last 6 weeks)101
    Reflects downloads up to 24 Jan 2025

    Other Metrics

    Citations

    View Options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Login options

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media