论文标题
快速基于GPU的双向连续碰撞处理
Fast GPU-Based Two-Way Continuous Collision Handling
论文作者
论文摘要
步进和项目是模拟基于物理的动画中非穿透的可变形物体的流行方式。首先在及时整合系统,无论接触和解决后的潜在交叉点实际上都在合理性和效率之间取得了良好的平衡。但是,当时间步长较大时,现有方法可能是有缺陷且不安全的,承担重复碰撞测试的失败或需求的风险,并解决这种严重降低的性能。在本文中,我们提出了一种新颖的双向方法,用于快速可靠的连续碰撞处理。我们的方法在中间时间集成状态和以前的无交叉状态的两端启动了优化,逐渐生成分段线性路径,并最终在下一个时间步骤中达到可行的解决方案。从技术上讲,我们的方法以低成本在远期步骤和向后步之间交织,直到结果融合为止。由于一组统一的基于体积的触点约束,我们的方法可以灵活,可靠地处理各种无编成的可变形物体,包括体积的身体,布,头发和沙子。实验表明,我们的方法是安全,健壮,身体忠实且在数值上有效的,特别适用于大变形或大时间步骤。
Step-and-project is a popular way to simulate non-penetrated deformable bodies in physically-based animation. First integrating the system in time regardless of contacts and post resolving potential intersections practically strike a good balance between plausibility and efficiency. However, existing methods could be defective and unsafe when the time step is large, taking risks of failures or demands of repetitive collision testing and resolving that severely degrade performance. In this paper, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches the optimization at both ends of the intermediate time-integrated state and the previous intersection-free state, progressively generating a piecewise-linear path and finally reaching a feasible solution for the next time step. Technically, our method interleaves between a forward step and a backward step at a low cost, until the result is conditionally converged. Due to a set of unified volume-based contact constraints, our method can flexibly and reliably handle a variety of codimensional deformable bodies, including volumetric bodies, cloth, hair and sand. The experiments show that our method is safe, robust, physically faithful and numerically efficient, especially suitable for large deformations or large time steps.