期刊
ACM TRANSACTIONS ON GRAPHICS
卷 38, 期 6, 页码 -出版社
ASSOC COMPUTING MACHINERY
DOI: 10.1145/3355089.3356486
关键词
Physics-based animation; real-time simulation; multigrid
We propose a simple yet efficient multigrid scheme to simulate high-resolution deformable objects in their full spaces at interactive frame rates. The point of departure of our method is the Galerkin projection which is simple to construct. However, a naive Galerkin multigrid does not scale well for large and irregular grids because it trades-off matrix sparsity for smaller sized linear systems which eventually stops improving the performance. Given that observation, we design our special projection criterion which is based on skinning space coordinates with piecewise constant weights, to make our Galerkin multigrid method scale for high-resolution meshes without suffering from dense linear solves. The usage of skinning space coordinates enables us to reduce the resolution of grids more aggressively, and our piecewise constant weights further ensure us to always deal with reasonably-sparse linear solves. Our projection matrices also help us to manage multi-level linear systems efficiently. Therefore, our method can be applied to different optimization schemes such as Newton's method and Projective Dynamics, pushing the resolution of a real-time simulation to orders of magnitudes higher. Our final GPU implementation outperforms the other state-of-the-art GPU deformable body simulators, enabling us to simulate large deformable objects with hundred thousands of degrees of freedom in real-time.
作者
我是这篇论文的作者
点击您的名字以认领此论文并将其添加到您的个人资料中。
推荐
暂无数据