Physics-Inspired Adaptive Fracture Refinement Zhili Chen, Miaojun - - PowerPoint PPT Presentation
Physics-Inspired Adaptive Fracture Refinement Zhili Chen, Miaojun - - PowerPoint PPT Presentation
Physics-Inspired Adaptive Fracture Refinement Zhili Chen, Miaojun Yao, Renguo Feng, Huamin Wang The Ohio State University Fracture Animation Physically simulated fracture Physically accurate X Stability issue X Slow in high resolution
Fracture Animation
- Physically simulated fracture
Physically accurate X Stability issue X Slow in high resolution
- Pre-defined fracture pattern
Easier artistic control Fast and robust X Difficult to create physically plausible detail
1 O’brien, et.al. 1999 Müller, et.al. 2013
Physics-Inspired Fracture Refinement
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- Physically plausible
– Material property and stress variation
- Fast and stable
– Generate refined result in seconds
- Easy artistic control
– Can use low-resolution animation as preview
Input animation in low resolution
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Low-Res Animation
Low-resolution fracture surface
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Low-Res Animation Surface Extraction
Evolve fracture surface to higher resolution
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Low-Res Animation Surface Evolution Adaptive Remeshing Surface Extraction
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Low-Res Animation Surface Evolution Adaptive Remeshing Surface Extraction High-Res Animation
Transfer deformation to high-resolution fracture surface
Physics-Inspired Fracture Refinement
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Low-Res Animation Surface Evolution Adaptive Remeshing Surface Refinement Surface Extraction High-Res Animation Iterative
Fracture Surface Extraction
Material space in final frame
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1s 1s 2s 2s 3s 3s 4s 4s 4s 4s 5s 5s 1s 1s 2s 2s 3s 3s 4s 4s
Fracture Surface Extraction
Material space in final frame
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1s 2s 3s 4s 4s 5s 1 s 2 s 3 s 4 s
Physics-Inspired Fracture Refinement
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Low-Res Animation Surface Evolution Adaptive Remeshing Surface Refinement Surface Extraction High-Res Animation Iterative
Fracture Surface Evolution
- How to advect vertices?
– Towards where the material most likely breaks – Define Separation Field in high resolution – Vertices advect in separation field
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Separation Field
Material Strength Field
Some locations within the object are more likely to break due to material property/structure
Stress Field
The object is more likely to break at where the stress is large
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Material Strength Field
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– Volumetric field as user input
- Procedurally generated solid texture
- Volumetric data from CT scan, etc.
- Voxelization of 3D mesh
Darker –> Easier to break
Stress Field
Approximation:
- The closer to low-res fracture surface, the higher the stress
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Brighter –> Higher stress
Separation Field
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- =
Material Strength Field Stress Field Separation Field
W1* W2*
Discrete Gradient Descent Flow
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dxi dt = - 1 Ai Ñxi
S j
ò
y (x)fi(x)ds - e j
i ´ n j
2Aj y (x)
S j
ò
ds æ è ç ö ø ÷
jÎNi
å
Evolve surface to minimize ( ) separation field
y (x)
Gradient descent for each vertex
S
Delaunoy, A., and Prados, E. 2011.
Discrete Gradient Descent Flow
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dxi dt = - 1 Ai
(
jÎNi
å
1 3 AjÑy (xi)- e j
i ´ n j
2Aj y (xk)
kÎ Tj
å )
Evolve surface to minimize ( ) separation field
S
y (x)
Gradient descent for each vertex Approximation: varies linearly within triangle plane
y (x)
Gradient Computation
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?
Gradient Computation
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Constraints
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- Fracture boundary
– Vertices on exterior surface only move
- n exterior surface
Constraints
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- Fracture boundary
– Vertices on exterior surface only move
- n exterior surface
Constraints
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- Fracture boundary
– Vertices on exterior surface only move on exterior surface
- Intersection free
– Fracture surfaces do not intersect with each other or themselves
Physics-Inspired Fracture Refinement
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Low-Res Animation Surface Evolution Adaptive Remeshing Surface Refinement Surface Extraction High-Res Animation Iterative
Adaptive Remeshing
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- Random candidate vertices
Adaptive Remeshing
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- Random candidate vertices
Adaptive Remeshing
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- Random candidate vertices
- Select and insert candidates
- Edge flipping optimization
Fracture Surface Refinement
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Physics-Inspired Fracture Refinement
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Low-Res Animation Surface Evolution Adaptive Remeshing Surface Refinement Surface Extraction High-Res Animation Iterative
High-resolution Animation Generation
- Transfer
from low-res to high-res
(Different for Fracture surface and Exterior surface)
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Deformation Fracture time
Fracture Surface Generation
Transfer deformation from corresponding point on fracture surface
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Exterior Surface Generation
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Exterior Surface Generation
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Exterior Surface Generation
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Exterior Surface Generation
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Transfer deformation from closet point that belongs to the same partition
Exterior Surface Generation
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Transfer deformation from closet point that belongs to the same partition
Exterior Surface Generation
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Transfer deformation from closet point that belongs to the same partition
Exterior Surface Generation
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Transfer deformation from closet point that belongs to the same partition
Examples
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Bunny Generation Time 11.7 s Refined vertex count 174 k Bunny Generation Time 11.7 s Refined vertex count 174 k
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Tree Generation Time 5.1 s Refined vertex count 123 k Tree Generation Time 5.1 s Refined vertex count 123 k
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Jello Generation Time 3.0 s Refined vertex count 32 k Jello Generation Time 3.0 s Refined vertex count 32 k
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Plastic clay Generation Time 3.0 s Refined vertex count 40 k Plastic clay Generation Time 3.0 s Refined vertex count 40 k
Summary
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- PRO
– Physically plausible – Fast and stable – Easy artistic control
Summary
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Early fracture
- PRO
– Physically plausible – Fast and stable – Easy artistic control
- CON
– Issue with nonlinear deformation near fracture boundary
Limitations
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- PRO
– Physically plausible – Fast and stable – Easy artistic control
- CON
– Issue with nonlinear deformation near fracture boundary – New collisions from refined surface not resolved
Limitations
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1 2 3 4 5 6
- PRO
– Physically plausible – Fast and stable – Easy artistic control
- CON
– Issue with nonlinear deformation near fracture boundary – New collisions from refined surface not resolved – Does not create new fracture pieces
Acknowledgement
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