Fully momentum-conserving reduced deformable bodies with collision, contact, articulation, and skinning

We propose a novel framework for simulating reduced deformable bodies that fully accounts for linear and angular momentum conservation even in the presence of collision, contact, articulation, and other desirable effects. This was motivated by the observation that the mere excitation of a single mode in a reduced degree of freedom model can adversely change the linear and angular momentum. Although unexpected changes in linear momentum can be avoided during basis construction, adverse changes in angular momentum appear unavoidable, and thus we propose a robust framework that includes the ability to compensate for them. Enabled by this ability to fully account for linear and angular momentum, we introduce an impulse-based formulation that allows us to precisely control the velocity of any node in spite of the fact that we only have access to a lower-dimensional set of degrees of freedom. This allows us to model collision, contact, and articulation in a robust and high visual fidelity manner, especially when compared to penalty-based forces that merely aim to coerce local velocities. In addition, we propose a new "deformable bones" framework wherein we leverage standard skinning technology for "bones," "bone" placement, blending operations, etc. even though each of our "deformable bones" is a fully simulated reduced deformable model.

[1]  Hyeong-Seok Ko,et al.  Modal warping: real-time simulation of large rotational deformation and manipulation , 2004, IEEE Transactions on Visualization and Computer Graphics.

[2]  Baining Guo,et al.  Simulation and control of skeleton-driven soft body characters , 2013, ACM Trans. Graph..

[3]  Alex Pentland,et al.  Good vibrations: modal dynamics for graphics and animation , 1989, SIGGRAPH.

[4]  John P. Lewis,et al.  Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation , 2000, SIGGRAPH.

[5]  Dinesh K. Pai,et al.  Frame-based elastic models , 2011, TOGS.

[6]  Takeo Igarashi,et al.  View-dependent control of elastic rod simulation for 3D character animation , 2013, SCA '13.

[7]  Dimitris N. Metaxas,et al.  Dynamic deformation of solid primitives with constraints , 1992, SIGGRAPH.

[8]  Theodore Kim,et al.  Physics-Based Character Skinning Using Multidomain Subspace Deformations , 2011, IEEE Transactions on Visualization and Computer Graphics.

[9]  Dinesh K. Pai,et al.  EigenSkin: real time large deformation character skinning in hardware , 2002, SCA '02.

[10]  Dinesh K. Pai,et al.  Eulerian-on-lagrangian simulation , 2013, TOGS.

[11]  Markus H. Gross,et al.  Rig-space physics , 2012, ACM Trans. Graph..

[12]  J. Marsden,et al.  Structure-preserving Model Reduction of Mechanical Systems , 2000 .

[13]  Markus H. Gross,et al.  Deformable objects alive! , 2012, ACM Trans. Graph..

[14]  Jirí Zára,et al.  Skinning with dual quaternions , 2007, SI3D.

[15]  Ilya Baran,et al.  Automatic rigging and animation of 3D characters , 2007, SIGGRAPH 2007.

[16]  Takeo Igarashi,et al.  Real-time example-based elastic deformation , 2012, SCA '12.

[17]  Jernej Barbic,et al.  Real-Time subspace integration for St. Venant-Kirchhoff deformable models , 2005, ACM Trans. Graph..

[18]  Doug L. James,et al.  Real-Time subspace integration for St. Venant-Kirchhoff deformable models , 2005, SIGGRAPH 2005.

[19]  Theodore Kim,et al.  Optimizing cubature for efficient integration of subspace deformations , 2008, SIGGRAPH Asia '08.

[20]  Ronald Fedkiw,et al.  Dynamic simulation of articulated rigid bodies with contact and collision , 2006, IEEE Transactions on Visualization and Computer Graphics.

[21]  Markus H. Gross,et al.  Efficient simulation of example-based materials , 2012, SCA '12.

[22]  Chen Shen,et al.  Interactive Deformation Using Modal Analysis with Constraints , 2003, Graphics Interface.

[23]  Dinesh K. Pai,et al.  BD-tree: output-sensitive collision detection for reduced deformable models , 2004, ACM Trans. Graph..

[24]  Doug L. James,et al.  Subspace self-collision culling , 2010, ACM Transactions on Graphics.

[25]  Denis Zorin,et al.  Subspace integration with local deformations , 2013, ACM Trans. Graph..

[26]  Jernej Barbic,et al.  Real-time large-deformation substructuring , 2011, ACM Trans. Graph..

[27]  Doug L. James,et al.  Optimizing cubature for efficient integration of subspace deformations , 2008, SIGGRAPH 2008.

[28]  Demetri Terzopoulos,et al.  Physically based models with rigid and deformable components , 1988, IEEE Computer Graphics and Applications.

[29]  Jirí Zára,et al.  Fast Collision Detection for Skeletally Deformable Models , 2005, Comput. Graph. Forum.

[30]  Ronald Fedkiw,et al.  Nonconvex rigid bodies with stacking , 2003, ACM Trans. Graph..

[31]  Michael Garland,et al.  Surface simplification using quadric error metrics , 1997, SIGGRAPH.

[32]  Dinesh K. Pai,et al.  Staggered projections for frictional contact in multibody systems , 2008, SIGGRAPH 2008.

[33]  Theodore Kim,et al.  Simulating articulated subspace self-contact , 2014, ACM Trans. Graph..

[34]  Eitan Grinspun,et al.  Example-based elastic materials , 2011, ACM Trans. Graph..

[35]  Alberto Cardona,et al.  A reduction method for nonlinear structural dynamic analysis , 1985 .

[36]  Ronald Fedkiw,et al.  Eurographics/ Acm Siggraph Symposium on Computer Animation (2007) Hybrid Simulation of Deformable Solids , 2022 .

[37]  Ahmed A. Shabana,et al.  Dynamics of Multibody Systems , 2020 .