EDBT 2026 Demo / reviewers in the wild / expert
Chenfanfu Jiang
dblp:132/7630
· DBLP profile ↗
93ranked-venue papers
3as first author
58since 2021 · last 2026
0000-0003-3506-0583ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 76 · 2 first-author · 45 since 2021Artificial intelligence and machine learning · 30 · 1 first-author · 22 since 2021Systems, architecture and hardware · 5 · 5 since 2021Human-computer interaction and ubiquitous computing · 4 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PhysMotion: Physics-Grounded Dynamics From a Single ImageabstractWe introduce PhysMotion, a novel framework that leverages principled physics-based simulations to guide intermediate 3D representations generated from a single image and input conditions (e.g., applied force and torque), producing high-quality, physically plausible video generation. By utilizing continuum mechanics-based simulations as a prior knowledge, our approach addresses the limitations of traditional data-driven generative models and results in more consistent physically plausible motions. Our framework begins by reconstructing a feed-forward 3D Gaussian from a single image through geometry optimization. This representation is then time-stepped using Material Point Method (MPM) with continuum mechanics-based elastoplasticity models, which provides a strong foundation for realistic$d y$namics, albeit at a coarse level of detail. To enhance the geometry, appearance, and ensure spatiotemporal consistency, we refine the initial simulation using a text-to-image (T2I) diffusion model with cross-frame attention, resulting in a physically plausible video that retains intricate details comparable to the input image. We conduct comprehensive qualitative and quantitative evaluations to validate the efficacy of our method. Xiyang Tan, Xuan Li 0015, Zeshun Zong, Tianyi Xie, Yin Yang 0002, Chenfanfu Jiang |
3DV | 7 |
| 2026 | ElastoGen: 4D Generative ElastodynamicsabstractWe present ElastoGen, a knowledge-driven AI model that generates physically accurate 4D elastodynamics. Unlike deep models that learn from video- or image-based observations, ElastoGen leverages the principles of physics and learns from established mathematical and optimization procedures. The core idea of ElastoGen is converting the differential equation, corresponding to the nonlinear force equilibrium, into a series of iterative local convolution-like operations, which naturally fit deep architectures. We carefully build our network module following this overarching design philosophy. ElastoGen is much more lightweight in terms of both training requirements and network scale than deep generative models. Because of its alignment with actual physical procedures, ElastoGen efficiently generates accurate dynamics for a wide range of hyperelastic materials and can be easily integrated with upstream and downstream deep modules to enable end-to-end 4D generation. Yutao Feng, Yintong Shang, Xiang Feng 0004, Lei Lan, Shandian Zhe, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
AAAI | 9 |
| 2026 | MPM Lite: Linear Kernels and Integration without ParticlesabstractWe introduce MPM Lite, a hybrid Lagrangian/Eulerian method that eliminates the need for particle-based quadrature at solve time. Standard Material Point Method (MPM) practices suffer from a performance bottleneck where expensive implicit solves are proportional to particle-per-cell (PPC) counts due to the the choices of particle-based quadrature and wide-stencil kernels. By contrast, MPM Lite treats particles primarily as carriers of kinematic state and material history. Conceptualizing the background Cartesian grid as a voxel hexahedral mesh, we resample particle states onto fixed-location quadrature points using efficient, compact linear kernels. This architectural shift allows force assembly and the entire time-integration process to proceed without accessing particles, thus making the solver's complexity independent of the particle count. At the core of our method is a novel stress transfer and stretch reconstruction strategy. To avoid non-physical averaging of deformation gradients, we resample the extensive Kirchhoff stress and derive a rotation-free deformation reference solution, which naturally supports an optimization-based incremental potential formulation. Consequently, MPM Lite can be implemented as modular resampling units coupled with an FEM-style integration module, enabling the direct use of off-the-shelf nonlinear solvers, preconditioners, and unambiguous boundary conditions. We demonstrate through extensive experiments that MPM Lite preserves the robustness and versatility of traditional MPM across diverse materials while delivering significant speedups in implicit settings while simultaneously improving explicit ones. Project page: https://mpmlite.github.io. Xiang Feng 0004, Yunuo Chen 0001, Chang Yu 0005, Hao Su 0001, Demetri Terzopoulos, Yin Yang 0002, Joseph Masterjohn, Alejandro M. Castro, Chenfanfu Jiang |
ACM Trans. Graph. | 9 |
| 2026 | JGS2-GQ: Training-free 2nd Jacobi with Gaussian QuadratureabstractJGS2 is a Jacobi-like GPU simulation algorithm. It avoids the overshooting issue by augmenting each subproblem with a perturbation subspace that predicts the global influence of the local solve. The efficiency of JGS2 is due to Cubature-based subspace integration at each subproblem. Being a data-driven method, Cubature requires a set of representative deformed poses that cover deformations likely to occur in the simulation. This requirement is unlikely for high-resolution deformation with rich local details. Therefore, simulation performance and convergence degenerate when Cubature extrapolates. This paper proposes a training-free subspace integration algorithm based on classic Gaussian quadrature (GQ). We leverage the fact that the subproblem's subspace bases can be well-approximated by a low-degree multivariable polynomial, which suggests GQ an excellent candidate for Cubature substitute. To this end, we introduce a novel algorithm that adaptively generates the integration region for each subproblem. As a result, GQ integration can be analytically retrieved without cumbersome data generation and training. We also show how to handle frictional contact by modifying the pre-computed perturbation subspace. The resulting JGS2-GQ framework is more versatile than the vanilla JGS2 method. It is more stable for large and novel deformations, and is free of data generation and expensive training, while maintaining a near second-order convergence that is comparable to Newton. Performance-wise, JGS2-GQ is as efficient as JGS2, which is three orders faster than classic CPU methods and up to two orders faster than classic GPU algorithms. When novel deformation occurs, JGS2-GQ outperforms JGS2 over 50%. Dewen Guo, Yuqi Meng, Lei Lan, Weiwei Xu 0003, Chenfanfu Jiang, Yin Yang 0002 |
ACM Trans. Graph. | 8 |
| 2026 | Heterogeneous Subspace Corrections for GPU Deformable Multibody DynamicsabstractSimulating heterogeneous multibody systems with both deformable and stiff components remains a challenge for GPU solvers. While Newton-Krylov methods are popular for their matrix-free nature and good GPU compatibility, they often suffer from severe ill-conditioning and slow convergence when handling stiff contacts and material disparities in deformable multibody systems. In this paper, we present Heterogeneous Subspace Corrections (HSC), a novel Newton-CG variant to efficiently simulate such complex systems. HSC decouples the system into two Krylov iterations: a Newton-CG procedure for deformable bodies and a Neumann-based iteration for the affine subsystem. We introduce a GPU-based Adaptive Cross Approximation (ACA) algorithm to exploit the low-rank nature of the coupling matrices, which manages to reduce the overhead of sparse matrix-vector multiplications substantially on the GPU. For the affine subsystem, we propose a dedicated data structure for fast assembling contact Hessians in parallel. A variety of experimental results demonstrate that our framework consistently outperforms existing GPU simulators, achieving convergence rates comparable to direct solvers even in scenes with high-resolution models and extensive stiff contacts. Dewen Guo, Zhendong Wang 0001, Minchen Li, Sheng Li 0008, Huamin Wang 0001, Chenfanfu Jiang, Yin Yang 0002 |
ACM Trans. Graph. | 7 |
| 2026 | M-ABD: Scalable, Efficient, and Robust Multi-Affine-Body DynamicsabstractSimulating large-scale articulated assemblies poses a significant challenge due to the numerical stiffness and geometric complexity of jointed structures. Conventional rigid body solvers struggle with the high nonlinearity induced by rotation parameterization. This difficulty becomes more pronounced for multiple two-way-coupled bodies. This paper introduces a novel framework that leverages the linear kinematic mapping of Affine Body Dynamics (ABD). As ABD targets near-rigid objects, the constitutive variations of different materials become negligible, which justifies a co-rotational approach to isolate geometric nonlinearities of the system. This insight enables the use of constant system matrices that can be pre-factorized throughout the simulation, even with fully implicit integration schemes. To manage the high DOF counts of large-scale systems, we map primal body coordinates onto a compact dual space defined by minimal joint degrees of freedom. By solving the resulting KKT systems, our method ensures exact constraint enforcement and physically accurate motion propagation. We provide a suite of specialized solvers tailored for diverse joint topologies, including chains, trees, closed loops, and irregular networks. Experimental results show that our approach achieves interactive rates for systems with hundreds of thousands of bodies on a single CPU core, while maintaining excellent stability at large time steps. Dewen Guo, Wojciech Matusik, Hao Su 0001, Chenfanfu Jiang, Peter Yichen Chen, Yin Yang 0002 |
ACM Trans. Graph. | 7 |
| 2026 | Interactive Yarn-level Knitwear with Nested Douglas-Rachford SplittingabstractWhile yarn-level garments offer rich dynamic details and compelling visual realism compared to triangle-based models, their wide adoption is hindered by the immense computational cost due to the presence of a large number of degrees of freedom (DOFs). This paper proposes a novel simulation framework designed to enhance the performance and stability for numerical simulation of nonlinear, non-convex, and high-resolution knitwear. Our method generalizes the Douglas-Rachford Splitting (DRS) scheme to resolve the non-convex coupling between stretching, shearing, bending, twisting, and contacting at each yarn thread. A key contribution is a nested decomposition strategy that decouples the non-convex variational energy into independent and convex sub-problems. Such convexification improves solver robustness and removes the necessity for frequent line searches. We provide a theoretically grounded strategy for metric selection for each sub-problem, derived from an analysis of the convergence guarantee of DRS. Consequently, our method achieves close-to-optimal convergence along the nonlinear iterations rather than relying on ad-hoc parameter tuning. The paper also clarifies a formal connection between our generalized DRS and the ADMM (Alternating Direction Method of Multipliers) framework, extending the applicability of our analysis to a broader set of constrained dynamics problems. Experimental results demonstrate that our method robustly handles complex knitwear simulation scenes with superior efficiency, stability, and physical fidelity compared to existing methods. With a matrix-free GPU parallelization, our method allows an interactive simulation rate of knitwear of multi-million DOFs. Chun Yuan 0001, Haoyang Shi, Dewen Guo, Huamin Wang 0001, Chenfanfu Jiang, Zherong Pan, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 6 |
| 2026 | Penetration-Free Solid-Fluid Interaction on Shells and RodsabstractWe introduce a novel approach to simulate the interaction between fluids and thin elastic solids without any penetration. Our approach is centered around an optimization system augmented with barriers, which aims to find a configuration that ensures the absence of penetration while enforcing incompressibility for the fluids and minimizing elastic potentials for the solids. Unlike previous methods that primarily focus on velocity coherence at the fluid-solid interfaces, we demonstrate the effectiveness and flexibility of explicitly resolving positional constraints, including both explicit representation of solid positions and the implicit representation of fluid level-set interface. To preserve the volume of the fluid, we propose a simple yet efficient approach that adjusts the associated level-set values. Additionally, we develop a distance metric capable of measuring the separation between an implicitly represented surface and a Lagrangian object of arbitrary codimension. By integrating the inertia, solid elastic potential, damping, barrier potential, and fluid incompressibility within a unified system, we are able to robustly simulate a wide range of processes involving fluid interactions with lower-dimensional objects such as shells and rods. These processes include topology changes, bouncing, splashing, sliding, rolling, floating, and more. Yuchen Sun 0002, Yin Yang 0002, Chenfanfu Jiang, Minchen Li, Bo Zhu 0002 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | GarmentDreamer: 3DGS Guided Garment Synthesis with Diverse Geometry and Texture DetailsabstractTraditional 3D garment creation is labor-intensive, involving sketching, modeling, UV mapping, and texturing, which are time-consuming and costly. Recent advances in diffusion-based generative models have enabled new possibilities for 3D garment generation from text prompts, images, and videos. However, existing methods either suffer from inconsistencies among multi-view images or require additional processes to separate cloth from the underlying human model. In this paper, we propose GarmentDreamer, a novel method that leverages 3D Gaussian Splatting (GS) as guidance to generate wearable, simulation-ready 3D garment meshes from text prompts. In contrast to using multi-view images directly predicted by generative models as guidance, our 3DGS guidance ensures consistent optimization in both garment deformation and texture synthesis. Our method introduces a novel garment augmentation module, guided by normal and RGBA information, and employs implicit Neural Texture Fields (NeTF) combined with Variational Score Distillation (VSD) to generate diverse geometric and texture details. We validate the effectiveness of our approach through comprehensive qualitative and quantitative experiments, showcasing the superior performance of GarmentDreamer over state-of-the-art alternatives11Demos and codes are available at https://xuan-li.github.io/GarmentDreamerDemo/. Boqian Li, Xuan Li 0015, Tianyi Xie, Feng Gao 0013, Huamin Wang 0001, Yin Yang 0002, Chenfanfu Jiang |
3DV | 8 |
| 2025 | ARM: Appearance Reconstruction Model for Relightable 3D GenerationabstractRecent image-to-ЗD reconstruction models have greatly advanced geometry generation, but they still struggle to faithfully generate realistic appearance. To address this, we introduce ARM, a novel method that reconstructs high-quality 3D meshes and realistic appearance from sparse-view images. The core of ARM lies in decoupling geometry from appearance, processing appearance within the UV texture space. Unlike previous methods, ARM improves texture quality by explicitly back-projecting measurements onto the texture map and processing them in a UV space module with a global receptive field. To resolve ambiguities between material and illumination in input images, ARM introduces a material prior that encodes semantic appearance information, enhancing the robustness of appearance decomposition. Trained on just 8 H100 GPUs, ARM outperforms existing methods both quantitatively and qualitatively. Our project page is available at https://arm-aigc.github.io. Xiang Feng 0004, Chang Yu 0005, Zoubin Bi, Yintong Shang, Feng Gao 0013, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 8 |
| 2025 | Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and RenderingabstractWe demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian Splatting and Position-Based Dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to GaussianShader, we enhance each Gaussian kernel with an added normal, aligning the kernel’s orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. Yutao Feng, Xiang Feng 0004, Yintong Shang, Chang Yu 0005, Zeshun Zong, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 10 |
| 2025 | Articulated Kinematics Distillation from Video Diffusion ModelsabstractWe present Articulated Kinematics Distillation (AKD), a framework for generating high-fidelity character animations by merging the strengths of skeleton-based animation and modern generative models. AKD uses a skeleton-based representation for rigged 3D assets, drastically reducing the Degrees of Freedom (DoFs) by focusing on joint-level control, which allows for efficient, consistent motion synthesis. Through Score Distillation Sampling (SDS) with pre-trained video diffusion models, AKD distills complex, articulated motions while maintaining structural integrity, overcoming challenges faced by 4D neural deformation fields in preserving shape consistency. This approach is naturally compatible with physics-based simulation, ensuring physically plausible interactions. Experiments show that AKD achieves superior 3D consistency and motion quality compared with existing works on text-to-4D generation. Xuan Li 0015, Tsung-Yi Lin, Yongxin Chen 0002, Chenfanfu Jiang, Ming-Yu Liu 0001, Donglai Xiang |
CVPR | 5 |
| 2025 | EnliveningGS: Active Locomotion of 3DGSabstractThis paper presents a novel pipeline named EnliveningGS, which enables active locomotion of 3D models represented with 3D Gaussian splatting (3DGS). We are inspired by the fact that real-world lives pose their bodies in a natural and physically meaningful manner by compressing or elongating muscle fibers embedded in the body. EnliveningGS aims to replicate the similar functionality of 3DGS models so that the object within a 3DGS scene acts like a living creature rather than a static shape —they walk, jump, and twist in the scene under provided motion trajectories driven by muscle activations. While the concept is straightforward, many challenging technical difficulties need to be taken care of. Synthesizing realistic locomotion of a 3DGS model embodies an inverse physics problem of very high dimensions. The core challenge is how to efficiently and robustly model frictional contacts between an "enlivened model" and the environment, as it is the composition of contact/collision/friction forces triggered by muscle activation that generates the final movement of the object. We propose a hybrid numerical method mixing LCP and penalty method to tackle this NP-hard problem robustly. Our pipeline also addresses the limitation of existing 3DGS deformation algorithms and inpainting the missing information when models move around. Tianjia Shao, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 4 |
| 2025 | PhysAnimator: Physics-Guided Generative Cartoon AnimationabstractCreating hand-drawn animation sequences is laborintensive and demands professional expertise. We introduce PhysAnimator, a novel approach for generating physically plausible meanwhile anime-stylized animation from static anime illustrations. Our method seamlessly integrates physics-based simulations with data-driven generative models to produce dynamic and visually compelling animations. To capture the fluidity and exaggeration characteristic of anime, we perform image-space deformable body simulations on extracted mesh geometries. We enhance artistic control by introducing customizable energy strokes and incorporating rigging point support, enabling the creation of tailored animation effects such as wind interactions. Finally, we extract and warp sketches from the simulation sequence, generating a texture-agnostic representation, and employ a sketch-guided video diffusion model to synthesize high-quality animation frames. The resulting animations exhibit temporal consistency and visual plausibility, demonstrating the effectiveness of our method in creating dynamic anime-style animations. See our project page for more demos: https://xpandora.github.io/PhysAnimator/. Tianyi Xie, Chenfanfu Jiang |
CVPR | 4 |
| 2025 | CFSum: A Transformer-Based Multi-Modal Video Summarization Framework With Coarse-Fine FusionabstractVideo summarization, by selecting the most informative and/or user-relevant parts of original videos to create concise summary videos, has high research value and consumer demand in today’s video proliferation era. Multi-modal video summarization that accomodates user input has become a research hotspot. However, current multi-modal video summarization methods suffer from two limitations. First, existing methods inadequately fuse information from different modalities and cannot effectively utilize modality-unique features. Second, most multi-modal methods focus on video and text modalities, neglecting the audio modality, despite the fact that audio information can be very useful in certain types of videos. In this paper we propose CFSum, a transformer-based multi-modal video summarization framework with coarse-fine fusion. CFSum exploits video, text, and audio modal features as input, and incorporates a two-stage transformer-based feature fusion framework to fully utilize modality-unique information. In the first stage, multi-modal features are fused simultaneously to perform initial coarse-grained feature fusion, then, in the second stage, video and audio features are explicitly attended with the text representation yielding more fine-grained information interaction. The CFSum architecture gives equal importance to each modality, ensuring that each modal feature interacts deeply with the other modalities. Our extensive comparative experiments against prior methods and ablation studies on various datasets confirm the effectiveness and superiority of CFSum. Yaowei Guo, Jiazheng Xing, Xiaojun Hou, Shuo Xin, Juntao Jiang, Demetri Terzopoulos, Chenfanfu Jiang, Yong Liu 0007 |
ICASSP | 7 |
| 2025 | VideoPhy: Evaluating Physical Commonsense for Video GenerationabstractRecent advances in internet-scale video data pretraining have led to the development of text-to-video generative models that can create high-quality videos across a broad range of visual concepts, synthesize realistic motions and render complex objects. Hence, these generative models have the potential to become general-purpose simulators of the physical world. However, it is unclear how far we are from this goal with the existing text-to-video generative models. To this end, we present VideoPhy, a benchmark designed to assess whether the generated videos follow physical commonsense for real-world activities (e.g. marbles will roll down when placed on a slanted surface). Specifically, we curate diverse prompts that involve interactions between various material types in the physical world (e.g., solid-solid, solid-fluid, fluid-fluid). We then generate videos conditioned on these captions from diverse state-of-the-art text-to-video generative models, including open models (e.g., CogVideoX) and closed models (e.g., Lumiere, Dream Machine). Our human evaluation reveals that the existing models severely lack the ability to generate videos adhering to the given text prompts, while also lack physical commonsense. Specifically, the best performing model, CogVideoX-5B, generates videos that adhere to the caption and physical laws for 39.6% of the instances. VideoPhy thus highlights that the video generative models are far from accurately simulating the physical world. Finally, we propose an auto-evaluator, VideoCon-Physics, to assess the performance reliably for the newly released models. The code is available here: https://github.com/Hritikbansal/videophy. Hritik Bansal, Zongyu Lin, Tianyi Xie, Zeshun Zong, Michal Yarom, Yonatan Bitton, Chenfanfu Jiang, Yizhou Sun, Kai-Wei Chang 0001, Aditya Grover |
ICLR | 7 |
| 2025 | Lightweight Predictive 3D Gaussian SplatsabstractRecent approaches representing 3D objects and scenes using Gaussian splats show increased rendering speed across a variety of platforms and devices. While rendering such representations is indeed extremely efficient, storing and transmitting them is often prohibitively expensive. To represent large-scale scenes, one often needs to store millions of 3D Gaussian, which can occupy up to gigabytes of storage. This creates a significant practical barrier, preventing widespread adoption on resource-constrained devices.
In this work, we propose a new representation that dramatically reduces the hard drive footprint while featuring similar or improved quality when compared to the standard 3D Gaussian splats. This representation leverages the inherent feature sharing among splats in the close proximity using a hierarchical tree structure, with which only the parent splats need to be stored. We present a method for constructing tree structures from naturally unstructured point clouds. Additionally, we propose the adaptive tree manipulation to prune the redundant trees in the space, while spawn new ones from the significant children splats during the optimization process. On the benchmark datasets, we achieve 20x storage reduction in hard-drive footprint with improved fidelity compared to the vanilla 3DGS and 2-5x reduction compared to the exiting compact solutions. More importantly, we demonstrate the practical application of our method in real-world rendering on mobile devices and AR glasses. Junli Cao, Vidit Goel, Chaoyang Wang 0001, Anil Kag, Ju Hu, Sergei Korolev, Chenfanfu Jiang, Sergey Tulyakov, Jian Ren 0005 |
ICLR | 7 |
| 2025 | Embedded IPC: Fast and Intersection-Free Simulation in Reduced Subspace for Robot ManipulationabstractPhysics-based simulation is essential for developing and evaluating robot manipulation policies, particularly in scenarios involving deformable objects and complex contact interactions. However, existing simulators often struggle to balance computational efficiency with numerical accuracy, especially when modeling deformable materials with frictional contact constraints. We introduce an efficient subspace representation for the Incremental Potential Contact (IPC) method, leveraging model reduction to decrease the number of degrees of freedom. Our approach decouples simulation complexity from the resolution of the input model by representing elasticity in a low-resolution subspace while maintaining collision constraints on an embedded high-resolution surface. Our barrier formulation ensures intersection-free trajectories and configurations regardless of material stiffness, time step size, or contact severity. We validate our simulator through quantitative experiments with a soft bubble gripper grasping and qualitative demonstrations of placing a plate on a dish rack. The results demonstrate our simulator's efficiency, physical accuracy, computational stability, and robust handling of frictional contact, making it well-suited for generating demonstration data and evaluating downstream robot training applications. More details and supplementary material are on the website: https://sites.google.com/view/embedded-ipc. Wenxin Du, Chang Yu 0005, Siyu Ma, Zeshun Zong, Yin Yang 0002, Joseph Masterjohn, Alejandro M. Castro, Xuchen Han, Chenfanfu Jiang |
ICRA | 10 |
| 2025 | GRIP: A General Robotic Incremental Potential Contact Simulation Dataset for Unified Deformable-Rigid Coupled GraspingabstractGrasping is fundamental to robotic manipulation, and recent advances in large-scale grasping datasets have provided essential training data and evaluation benchmarks, accelerating the development of learning-based methods for robust object grasping. However, most existing datasets exclude deformable bodies due to the lack of scalable, robust simulation pipelines, limiting the development of generalizable models for compliant grippers and soft manipulands. To address these challenges, we present GRIP, a General Robotic Incremental Potential contact simulation dataset for universal grasping. GRIP leverages an optimized Incremental Potential Contact (IPC)-based simulator for multi-environment data generation, achieving up to 48× speedup while ensuring efficient, intersection- and inversion-free simulations for compliant grippers and deformable objects. Our fully automated pipeline generates and evaluates diverse grasp interactions across 1,200 objects and 100,000 grasp poses, incorporating both soft and rigid grippers. The GRIP dataset enables applications such as neural grasp generation and stress field prediction. We release GRIP to advance research in robotic manipulation, soft-gripper control, and physics-driven simulation at: https://bell0o.github.io/GRIP/. Siyu Ma, Wenxin Du, Chang Yu 0005, Zeshun Zong, Tianyi Xie, Yunuo Chen 0001, Yin Yang 0002, Xuchen Han, Chenfanfu Jiang |
IROS | 10 |
| 2025 | A Convex Formulation of Material Points and Rigid Bodies with GPU-Accelerated Async-Coupling for Interactive SimulationabstractWe present a novel convex formulation that weakly couples the Material Point Method (MPM) with rigid body dynamics through frictional contact, optimized for efficient GPU parallelization. Our approach features an asynchronous time-splitting scheme to integrate MPM and rigid body dynamics under different time step sizes. We develop a globally convergent quasi-Newton solver tailored for massive parallelization, achieving up to 500× speedup over previous convex formulations without sacrificing stability. Our method enables interactive-rate simulations of robotic manipulation tasks with diverse deformable objects including granular materials and cloth, with strong convergence guarantees. We detail key implementation strategies to maximize performance and validate our approach through rigorous experiments, demonstrating superior speed, accuracy, and stability compared to state-of-the-art MPM simulators for robotics. We make our method available in the open-source robotics toolkit, Drake. Chang Yu 0005, Wenxin Du, Zeshun Zong, Alejandro M. Castro, Chenfanfu Jiang, Xuchen Han |
IROS | 5 |
| 2025 | Towards Physical Understanding in Video Generation: A 3D Point Regularization ApproachabstractWe present a novel video generation framework that integrates 3-dimensional geometry and dynamic awareness. To achieve this, we augment 2D videos with 3D point trajectories and align them in pixel space. The resulting 3D-aware video dataset, PointVid, is then used to fine-tune a latent diffusion model, enabling it to track 2D objects with 3D Cartesian coordinates. Building on this, we regularize the shape and motion of objects in the video to eliminate undesired artifacts, e.g., non-physical deformation. Consequently, we enhance the quality of generated RGB videos and alleviate common issues like object morphing, which are prevalent in current video models due to a lack of shape awareness. With our 3D augmentation and regularization, our model is capable of handling contact-rich scenarios such as task-oriented videos, where 3D information is essential for perceiving shape and motion of interacting solids. Our method can be seamlessly integrated into existing video diffusion models to improve their visual plausibility. Yunuo Chen 0001, Junli Cao, Vidit Goel, Sergei Korolev, Chenfanfu Jiang, Jian Ren 0005, Sergey Tulyakov, Anil Kag |
NeurIPS | 5 |
| 2025 | Taccel: Scaling Up Vision-based Tactile Robotics via High-performance GPU SimulationabstractTactile sensing is crucial for achieving human-level robotic capabilities in manipulation tasks. As a promising solution, Vision-based Tactile Sensors (VBTSs) offer high spatial resolution and cost-effectiveness, but present unique challenges in robotics for their complex physical characteristics and visual signal processing requirements. The lack of efficient and accurate simulation tools for VBTSs has significantly limited the scale and scope of tactile robotics research. We present Taccel, a high-performance simulation platform that integrates Incremental Potential Contact (IPC) and Affine Body Dynamics (ABD) to model robots, tactile sensors, and objects with both accuracy and unprecedented speed, achieving a total of 915 FPS with 4096 parallel environments. Unlike previous simulators that operate at sub-real-time speeds with limited parallelization, Taccel provides precise physics simulation and realistic tactile signals while supporting flexible robot-sensor configurations through user-friendly APIs. Through extensive validation in object recognition, robotic grasping, and articulated object manipulation, we demonstrate precise simulation and successful sim-to-real transfer. These capabilities position Taccel as a powerful tool for scaling up tactile robotics research and development, potentially transforming how robots interact with and understand their physical environment. Wenxin Du, Chang Yu 0005, Puhao Li, Zihang Zhao, Tengyu Liu, Chenfanfu Jiang, Yixin Zhu 0001, Siyuan Huang 0001 |
NeurIPS | 7 |
| 2025 | JGS2: Near Second-order Converging Jacobi/Gauss-Seidel for GPU ElastodynamicsabstractIn parallel simulation, convergence and parallelism are often seen as inherently conflicting objectives. Improved parallelism typically entails lighter local computation and weaker coupling, which unavoidably slow the global convergence. This paper presents a novel GPU algorithm that achieves convergence rates comparable to fullspace Newton's method while maintaining good parallelizability just like the Jacobi method. Our approach is built on a key insight into the phenomenon of overshoot. Overshoot occurs when a local solver aggressively minimizes its local energy without accounting for the global context, resulting in a local update that undermines global convergence. To address this, we derive a theoretically second-order optimal solution to mitigate overshoot. Furthermore, we adapt this solution into a pre-computable form. Leveraging Cubature sampling, our runtime cost is only marginally higher than the Jacobi method, yet our algorithm converges nearly quadratically as Newton's method. We also introduce a novel full-coordinate formulation for more efficient pre-computation. Our method integrates seamlessly with the incremental potential contact method and achieves second-order convergence for both stiff and soft materials. Experimental results demonstrate that our approach delivers high-quality simulations and outperforms state-of-the-art GPU methods with 50× to 100× better convergence. Lei Lan, Chun Yuan 0001, Weiwei Xu 0003, Hao Su 0001, Huamin Wang 0001, Chenfanfu Jiang, Yin Yang 0002 |
ACM Trans. Graph. | 7 |
| 2025 | Dress-1-to-3: Single Image to Simulation-Ready 3D Outfit with Diffusion Prior and Differentiable PhysicsabstractRecent advances in large models have significantly advanced image-to-3D reconstruction. However, the generated models are often fused into a single piece, limiting their applicability in downstream tasks. This paper focuses on 3D garment generation, a key area for applications like virtual try-on with dynamic garment animations, which require garments to be separable and simulation-ready. We introduce Dress-1-to-3, a novel pipeline that reconstructs physics-plausible, simulation-ready separated garments with sewing patterns and humans from an in-the-wild image. Starting with the image, our approach combines a pre-trained image-to-sewing pattern generation model for creating coarse sewing patterns with a pre-trained multi-view diffusion model to produce multi-view images. The sewing pattern is further refined using a differentiable garment simulator based on the generated multi-view images. Versatile experiments demonstrate that our optimization approach substantially enhances the geometric alignment of the reconstructed 3D garments and humans with the input image. Furthermore, by integrating a texture generation module and a human motion generation module, we produce customized physics-plausible and realistic dynamic garment demonstrations. Our project page is https://dress-1-to-3.github.io/. Xuan Li 0015, Chang Yu 0005, Wenxin Du, Tianyi Xie, Yunuo Chen 0001, Yin Yang 0002, Chenfanfu Jiang |
ACM Trans. Graph. | 8 |
| 2025 | High-performance CPU Cloth Simulation Using Domain-decomposed Projective DynamicsabstractWhenever the concept of high-performance cloth simulation is brought up, GPU acceleration is almost always the first that comes to mind. Leveraging immense parallelization, GPU algorithms have demonstrated significant success recently, whereas CPU methods are somewhat overlooked. Indeed, the need for an efficient CPU simulator is evident and pressing. In many scenarios, high-end GPUs may be unavailable or are already allocated to other tasks, such as rendering and shading. A high-performance CPU alternative can greatly boost the overall system capability and user experience. Inspired by this demand, this paper proposes a CPU algorithm for high-resolution cloth simulation. By partitioning the garment model into multiple (but not massive) sub-meshes or domains, we assign per-domain computations to individual CPU processors. Borrowing the idea of projective dynamics that breaks the computation into global and local steps, our key contribution is a new parallelization paradigm at domains for both global and local steps so that domain-level calculations are sequential and lightweight. The CPU has much fewer processing units than a GPU. Our algorithm mitigates this disadvantage by wisely balancing the scale of the parallelization and convergence. We validate our method in a wide range of simulation problems involving high-resolution garment models. Performance-wise, our method is at least one order faster than existing CPU methods, and it delivers a similar performance compared with the state-of-the-art GPU algorithms in many examples, but without using a GPU. Lei Lan, Huamin Wang 0001, Yuko Ishiwaka, Chenfanfu Jiang, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 6 |
| 2024 | PIE-NeRF: Physics-Based Interactive Elastodynamics with NeRFabstractWe show that physics-based simulations can be seamlessly integrated with NeRF to generate high-quality elastodynamics of real-world objects. Unlike existing methods, we discretize nonlinear hyperelasticity in a meshless way, obviating the necessity for intermediate auxiliary shape proxies like a tetrahedral mesh or voxel grid. A quadratic generalized moving least square is employed to capture nonlinear dynamics and large deformation on the implicit model. Such meshless integration enables versatile simulations of complex and codimensional shapes. We adaptively place the least-square kernels according to the NeRF density field to significantly reduce the complexity of the nonlinear simulation. As a result, physically realistic animations can be conveniently synthesized using our method for a wide range of hyperelastic materials at an interactive rate. For more information, please visit our project page. Yutao Feng, Yintong Shang, Xuan Li 0015, Tianjia Shao, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 5 |
| 2024 | PhysGaussian: Physics-Integrated 3D Gaussians for Generative DynamicsabstractWe introduce PhysGaussian, a new method that seamlessly integrates physically grounded Newtonian dynamics within 3D Gaussians to achieve high-quality novel motion synthe-sis. Employing a custom Material Point Method (MPM), our approach enriches 3D Gaussian kernels with physically meaningful kinematic deformation and mechanical stress attributes, all evolved in line with continuum mechanics principles. A defining characteristic of our method is the seamless integration between physical simulation and visual rendering: both components utilize the same 3D Gaussian kernels as their discrete representations. This negates the necessity for triangle/tetrahedron meshing, marching cubes, “cage meshes,” or any other geometry embedding, highlighting the principle of “what you see is what you simulate (WS2).” Our method demonstrates exceptional versatility across a wide variety of materials-including elastic entities, plastic metals, non-Newtonian fluids, and granular materials-showcasing its strong capabilities in creating diverse visual content with novel viewpoints and movements. Our project page is at: https://xpandora.github.io/PhysGaussian/ Tianyi Xie, Zeshun Zong, Yuxing Qiu, Xuan Li 0015, Yutao Feng, Yin Yang 0002, Chenfanfu Jiang |
CVPR | 7 |
| 2024 | A Convex Formulation of Frictional Contact for the Material Point Method and Rigid BodiesabstractIn this paper, we introduce a novel convex formulation that seamlessly integrates the Material Point Method (MPM) with articulated rigid body dynamics in frictional contact scenarios. We extend the linear corotational hyperelastic model into the realm of elastoplasticity and include an efficient return mapping algorithm. This approach is particularly effective for MPM simulations involving significant deformation and topology changes, while preserving the convexity of the optimization problem. Our method ensures global convergence, enabling the use of large simulation time steps without compromising robustness. We have validated our approach through rigorous testing and performance evaluations, highlighting its superior capabilities in managing complex simulations relevant to robotics. Compared to previous MPM-based robotic simulators, our method significantly improves the stability of contact resolution — a critical factor in robot manipulation tasks. We make our method available in the open-source robotics toolkit, Drake. The supplemental video is available here. Zeshun Zong, Chenfanfu Jiang, Xuchen Han |
IROS | 2 |
| 2024 | Atlas3D: Physically Constrained Self-Supporting Text-to-3D for Simulation and FabricationabstractExisting diffusion-based text-to-3D generation methods primarily focus on producing visually realistic shapes and appearances, often neglecting the physical constraints necessary for downstream tasks. Generated models frequently fail to maintain balance when placed in physics-based simulations or 3D printed. This balance is crucial for satisfying user design intentions in interactive gaming, embodied AI, and robotics, where stable models are needed for reliable interaction. Additionally, stable models ensure that 3D-printed objects, such as figurines for home decoration, can stand on their own without requiring additional supports. To fill this gap, we introduce Atlas3D, an automatic and easy-to-implement method that enhances existing Score Distillation Sampling (SDS)-based text-to-3D tools. Atlas3D ensures the generation of self-supporting 3D models that adhere to physical laws of stability under gravity, contact, and friction. Our approach combines a novel differentiable simulation-based loss function with physically inspired regularization, serving as either a refinement or a post-processing module for existing frameworks. We verify Atlas3D's efficacy through extensive generation tasks and validate the resulting 3D models in both simulated and real-world environments. Yunuo Chen 0001, Tianyi Xie, Zeshun Zong, Xuan Li 0015, Feng Gao 0013, Yin Yang 0002, Ying Nian Wu, Chenfanfu Jiang |
NeurIPS | 8 |
| 2024 | XPBI: Position-Based Dynamics with Smoothing Kernels Handles Continuum InelasticityabstractPBD and its extension, XPBD, have been predominantly applied to compliant constrained elastodynamics, with their potential in finite strain (visco-) elastoplasticity remaining underexplored. XPBD is often perceived to stand in contrast to other meshless methods, such as the MPM. MPM is based on discretizing the weak form of governing partial differential equations within a continuum domain, coupled with a hybrid Lagrangian-Eulerian method for tracking deformation gradients. In contrast, XPBD formulates specific constraints, whether hard or compliant, to positional degrees of freedom. We revisit this perception by investigating the potential of XPBD in handling inelastic materials that are described with classical continuum mechanics-based yield surfaces and elastoplastic flow rules. Our inspiration is that a robust estimation of the velocity gradient is a sufficiently useful key to effectively tracking deformation gradients in XPBD simulations. By further incorporating implicit inelastic constitutive relationships, we introduce a plasticity in-the-loop updated Lagrangian augmentation to XPBD. This enhancement enables the simulation of elastoplastic, viscoplastic, and granular substances following their standard constitutive laws. We demonstrate the effectiveness of our method through high-resolution and real-time simulations of diverse materials such as snow, sand, and plasticine, and its integration with standard XPBD simulations of cloth and water. Chang Yu 0005, Xuan Li 0015, Lei Lan, Yin Yang 0002, Chenfanfu Jiang |
SIGGRAPH Asia | 5 |
| 2024 | Efficient GPU Cloth Simulation with Non-distance Barriers and Subspace ReuseabstractThis paper pushes the performance of cloth simulation, making the simulation interactive even for high-resolution garment models while keeping every triangle untangled. The penetration-free guarantee is inspired by the interior point method, which converts the inequality constraints to barrier potentials. We propose a major overhaul of this modality within the projective dynamics framework by leveraging an adaptive weighting mechanism inspired by barrier formulation. This approach does not depend on the distance between mesh primitives, but on the virtual life span of a collision event and thus keeps all the vertices within feasible region. Such a non-distance barrier model allows a new way to integrate collision resolution into the simulation pipeline. Another contributor to the performance boost comes from the subspace reuse strategy. This is based on the observation that low-frequency strain propagation is near orthogonal to the deformation induced by collisions or self-collisions, often of high frequency. Subspace reuse then takes care of low-frequency residuals, while high-frequency residuals can also be effectively smoothed by GPU-based iterative solvers. We show that our method outperforms existing fast cloth simulators by at least one order while producing high-quality animations of high-resolution models. Lei Lan, Jingyi Long, Chun Yuan 0001, Xuan Li 0015, Xiaowei He 0004, Huamin Wang 0001, Chenfanfu Jiang, Yin Yang 0002 |
ACM Trans. Graph. | 8 |
| 2024 | X-SLAM: Scalable Dense SLAM for Task-aware Optimization using CSFDabstractWe present X-SLAM, a real-time dense differentiable SLAM system that leverages the complex-step finite difference (CSFD) method for efficient calculation of numerical derivatives, bypassing the need for a large-scale computational graph. The key to our approach is treating the SLAM process as a differentiable function, enabling the calculation of the derivatives of important SLAM parameters through Taylor series expansion within the complex domain. Our system allows for the real-time calculation of not just the gradient, but also higher-order differentiation. This facilitates the use of high-order optimizers to achieve better accuracy and faster convergence. Building on X-SLAM, we implemented end-to-end optimization frameworks for two important tasks: camera relocalization in wide outdoor scenes and active robotic scanning in complex indoor environments. Comprehensive evaluations on public benchmarks and intricate real scenes underscore the improvements in the accuracy of camera relocalization and the efficiency of robotic navigation achieved through our task-aware optimization. The code and data are available at https://gapszju.github.io/X-SLAM. Zhexi Peng, Yin Yang 0002, Tianjia Shao, Chenfanfu Jiang, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |
| 2024 | Volumetric Homogenization for Knitwear SimulationabstractThis paper presents volumetric homogenization, a spatially varying homogenization scheme for knitwear simulation. We are motivated by the observation that macro-scale fabric dynamics is strongly correlated with its underlying knitting patterns. Therefore, homogenization towards a single material is less effective when the knitting is complex and non-repetitive. Our method tackles this challenge by homogenizing the yarn-level material locally at volumetric elements. Assigning a virtual volume of a knitting structure enables us to model bending and twisting effects via a simple volume-preserving penalty and thus effectively alleviates the material nonlinearity. We employ an adjoint Gauss-Newton formulation[Zehnder et al. 2021] to battle the dimensionality challenge of such per-element material optimization. This intuitive material model makes the forward simulation GPU-friendly. To this end, our pipeline also equips a novel domain-decomposed subspace solver crafted for GPU projective dynamics, which makes our simulator hundreds of times faster than the yarn-level simulator. Experiments validate the capability and effectiveness of volumetric homogenization. Our method produces realistic animations of knitwear matching the quality of full-scale yarn-level simulations. It is also orders of magnitude faster than existing homogenization techniques in both the training and simulation stages. Chun Yuan 0001, Haoyang Shi, Lei Lan, Yuxing Qiu, Cem Yuksel, Huamin Wang 0001, Chenfanfu Jiang, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 7 |
| 2024 | Augmented Incremental Potential Contact for Sticky InteractionsabstractWe introduce a variational formulation for simulating sticky interactions between elastoplastic solids. Our method brings a wider range of material behaviors into the reach of the Incremental Potential Contact (IPC) solver recently developed by (Li et al. 2020). Extending IPC requires several contributions. We first augment IPC with the classical Raous-Cangemi-Cocou (RCC) adhesion model. This allows us to robustly simulate the sticky interactions between arbitrary codimensional-0, 1, and 2 geometries. To enable user-friendly practical adoptions of our method, we further introduce a physically parametrized, easily controllable normal adhesion formulation based on the unsigned distance, which is fully compatible with IPC's barrier formulation. Furthermore, we propose a smoothly clamped tangential adhesion model that naturally models intricate behaviors including debonding. Lastly, we perform benchmark studies comparing our method with the classical models as well as real-world experimental results to demonstrate the efficacy of our method. Yu Fang 0010, Minchen Li, Yadi Cao, Xuan Li 0015, Joshuah Wolper, Yin Yang 0002, Chenfanfu Jiang |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2023 | PAC-NeRF: Physics Augmented Continuum Neural Radiance Fields for Geometry-Agnostic System Identification
Xuan Li 0015, Yi-Ling Qiao, Peter Yichen Chen, Krishna Murthy Jatavallabhula, Ming C. Lin, Chenfanfu Jiang, Chuang Gan 0001 |
ICLR | 6 |
| 2023 | Efficient Learning of Mesh-Based Physical Simulation with Bi-Stride Multi-Scale Graph Neural NetworkabstractLearning the long-range interactions on large-scale mesh-based physical systems with flat Graph Neural Networks (GNNs) and stacking Message Passings (MPs) is challenging due to the scaling complexity w.r.t. the number of nodes and over-smoothing. Therefore, there has been growing interest in the community to introduce multi-scale structures to GNNs for physics simulation. However, current state-of-the-art methods are limited by their reliance on the labor-heavy drawing of coarser meshes or building coarser levels based on spatial proximity, which can introduce wrong edges across geometry boundaries. Inspired by the bipartite graph determination, we propose a novel pooling strategy, bi-stride to tackle the aforementioned limitations. Bi-stride pools nodes on every other frontier of the Breadth-First-Search (BFS), without the need for the manual drawing of coarser meshes and, avoid wrong edges introduced by spatial proximity. Additionally, it enables a reduced number of MP times on each level and the non-parametrized pooling and unpooling by interpolations, similar to convolutional Neural Networks (CNNs), which significantly reduces computational requirements. Experiments show that the proposed framework, BSMS-GNN, significantly outperforms existing methods in terms of both accuracy and computational efficiency in representative physics-based simulation scenarios. Yadi Cao, Menglei Chai, Minchen Li, Chenfanfu Jiang |
ICML | 4 |
| 2023 | Subspace-Preconditioned GPU Projective Dynamics with Contact for Cloth SimulationabstractWe propose an efficient cloth simulation method that combines the merits of two drastically different numerical procedures, namely the subspace integration and parallelizable iterative relaxation. We show those two methods can be organically coupled within the framework of projective dynamics (PD), where both low- and high-frequency cloth motions are effectively and efficiently computed. Our method works seamlessly with the state-of-the-art contact handling algorithm, the incremental potential contact (IPC), to offer the non-penetration guarantee of the resulting animation. Our core ingredient centers around the utilization of subspace for the expedited convergence of Jacobi-PD. This involves solving the reduced global system and smartly employing its precomputed factorization. In addition, we incorporate a time-splitting strategy to handle the frictional self-contacts. Xuan Li 0015, Yu Fang 0010, Lei Lan, Huamin Wang 0001, Yin Yang 0002, Minchen Li, Chenfanfu Jiang |
SIGGRAPH Asia | 7 |
| 2023 | Neural Stress Fields for Reduced-order Elastoplasticity and FractureabstractWe propose a hybrid neural network and physics framework for reduced-order modeling of elastoplasticity and fracture. State-of-the-art scientific computing models like the Material Point Method (MPM) faithfully simulate large-deformation elastoplasticity and fracture mechanics. However, their long runtime and large memory consumption render them unsuitable for applications constrained by computation time and memory usage, e.g., virtual reality. To overcome these barriers, we propose a reduced-order framework. Our key innovation is training a low-dimensional manifold for the Kirchhoff stress field via an implicit neural representation. This low-dimensional neural stress field (NSF) enables efficient evaluations of stress values and, correspondingly, internal forces at arbitrary spatial locations. In addition, we also train neural deformation and affine fields to build low-dimensional manifolds for the deformation and affine momentum fields. These neural stress, deformation, and affine fields share the same low-dimensional latent space, which uniquely embeds the high-dimensional simulation state. After training, we run new simulations by evolving in this single latent space, which drastically reduces the computation time and memory consumption. Our general continuum-mechanics-based reduced-order framework is applicable to any phenomena governed by the elastodynamics equation. To showcase the versatility of our framework, we simulate a wide range of material behaviors, including elastica, sand, metal, non-Newtonian fluids, fracture, contact, and collision. We demonstrate dimension reduction by up to 100,000 × and time savings by up to 10 ×. Zeshun Zong, Xuan Li 0015, Minchen Li, Maurizio M. Chiaramonte, Wojciech Matusik, Eitan Grinspun, Kevin Carlberg, Chenfanfu Jiang, Peter Yichen Chen |
SIGGRAPH Asia | 8 |
| 2023 | Second-order Stencil Descent for Interior-point HyperelasticityabstractIn this paper, we present a GPU algorithm for finite element hyperelastic simulation. We show that the interior-point method, known to be effective for robust collision resolution, can be coupled with non-Newton procedures and be massively sped up on the GPU. Newton's method has been widely chosen for the interior-point family, which fully solves a linear system at each step. After that, the active set associated with collision/contact constraints is updated. Mimicking this routine using a non-Newton optimization (like gradient descent or ADMM) unfortunately does not deliver expected accelerations. This is because the barrier functions employed in an interior-point method need to be updated at every iteration to strictly confine the search to the feasible region. The associated cost (e.g., per-iteration CCD) quickly overweights the benefit brought by the GPU, and a new parallelism modality is needed. Our algorithm is inspired by the domain decomposition method and designed to move interior-point-related computations to local domains as much as possible. We minimize the size of each domain (i.e., a stencil) by restricting it to a single element, so as to fully exploit the capacity of modern GPUs. The stencil-level results are integrated into a global update using a novel hybrid sweep scheme. Our algorithm is locally second-order offering better convergence. It enables simulation acceleration of up to two orders over its CPU counterpart. We demonstrate the scalability, robustness, efficiency, and quality of our algorithm in a variety of simulation scenarios with complex and detailed collision geometries. Lei Lan, Minchen Li, Chenfanfu Jiang, Huamin Wang 0001, Yin Yang 0002 |
ACM Trans. Graph. | 3 |
| 2023 | A Sparse Distributed Gigascale Resolution Material Point MethodabstractIn this article, we present a four-layer distributed simulation system and its adaptation to the Material Point Method (MPM). The system is built upon a performance portable C++ programming model targeting major High-Performance-Computing (HPC) platforms. A key ingredient of our system is a hierarchical block-tile-cell sparse grid data structure that is distributable to an arbitrary number of Message Passing Interface (MPI) ranks. We additionally propose strategies for efficient dynamic load balance optimization to maximize the efficiency of MPI tasks. Our simulation pipeline can easily switch among backend programming models, including OpenMP and CUDA, and can be effortlessly dispatched onto supercomputers and the cloud. Finally, we construct benchmark experiments and ablation studies on supercomputers and consumer workstations in a local network to evaluate the scalability and load balancing criteria. We demonstrate massively parallel, highly scalable, and gigascale resolution MPM simulations of up to 1.01 billion particles for less than 323.25 seconds per frame with 8 OpenSSH-connected workstations. Yuxing Qiu, Samuel Temple Reeve, Minchen Li, Yin Yang 0002, Stuart R. Slattery, Chenfanfu Jiang |
ACM Trans. Graph. | 6 |
| 2023 | Power Plastics: A Hybrid Lagrangian/Eulerian Solver for Mesoscale Inelastic FlowsabstractWe present a novel hybrid Lagrangian/Eulerian method for simulating inelastic flows that generates high-quality particle distributions with adaptive volumes. At its core, our approach integrates an updated Lagrangian time discretization of continuum mechanics with the Power Particle-In-Cell geometric representation of deformable materials. As a result, we obtain material points described by optimized density kernels that precisely track the varying particle volumes both spatially and temporally. For efficient CFL-rate simulations, we also propose an implicit time integration for our system using a non-linear Gauss-Seidel solver inspired by X-PBD, viewing Eulerian nodal velocities as primal variables. We demonstrate the versatility of our method with simulations of mesoscale bubbles, sands, liquid, and foams. Ziyin Qu, Minchen Li, Yin Yang 0002, Chenfanfu Jiang, Fernando de Goes |
ACM Trans. Graph. | 4 |
| 2023 | A Contact Proxy Splitting Method for Lagrangian Solid-Fluid CouplingabstractWe present a robust and efficient method for simulating Lagrangian solid-fluid coupling based on a new operator splitting strategy. We use variational formulations to approximate fluid properties and solid-fluid interactions, and introduce a unified two-way coupling formulation for SPH fluids and FEM solids using interior point barrier-based frictional contact. We split the resulting optimization problem into a fluid phase and a solid-coupling phase using a novel time-splitting approach with augmented contact proxies , and propose efficient custom linear solvers. Our technique accounts for fluids interaction with nonlinear hyperelastic objects of different geometries and codimensions, while maintaining an algorithmically guaranteed non-penetrating criterion. Comprehensive benchmarks and experiments demonstrate the efficacy of our method. Tianyi Xie, Minchen Li, Yin Yang 0002, Chenfanfu Jiang |
ACM Trans. Graph. | 4 |
| 2022 | HoD-Net: High-Order Differentiable Deep Neural Networks and ApplicationsabstractWe introduce a deep architecture named HoD-Net to enable high-order differentiability for deep learning. HoD-Net is based on and generalizes the complex-step finite difference (CSFD) method. While similar to classic finite difference, CSFD approaches the derivative of a function from a higher-dimension complex domain, leading to highly accurate and robust differentiation computation without numerical stability issues. This method can be coupled with backpropagation and adjoint perturbation methods for an efficient calculation of high-order derivatives. We show how this numerical scheme can be leveraged in challenging deep learning problems, such as high-order network training, deep learning-based physics simulation, and neural differential equations. Tianjia Shao, Kun Zhou 0001, Chenfanfu Jiang, Feng Luo 0001, Yin Yang 0002 |
AAAI | 4 |
| 2022 | PlasticityNet: Learning to Simulate Metal, Sand, and Snow for Optimization Time IntegrationabstractIn this paper, we propose a neural network-based approach for learning to represent the behavior of plastic solid materials ranging from rubber and metal to sand and snow. Unlike elastic forces such as spring forces, these plastic forces do not result from the positional gradient of any potential energy, imposing great challenges on the stability and flexibility of their simulation. Our method effectively resolves this issue by learning a generalizable plastic energy whose derivative closely matches the analytical behavior of plastic forces. Our method, for the first time, enables the simulation of a wide range of arbitrary elasticity-plasticity combinations using time step-independent, unconditionally stable optimization-based time integrators. We demonstrate the efficacy of our method by learning and producing challenging 2D and 3D effects of metal, sand, and snow with complex dynamics. Xuan Li 0015, Yadi Cao, Minchen Li, Yin Yang 0002, Craig A. Schroeder, Chenfanfu Jiang |
NeurIPS | 6 |
| 2022 | An Efficient B-Spline Lagrangian/Eulerian Method for Compressible Flow, Shock Waves, and Fracturing SolidsabstractThis study presents a new method for modeling the interaction between compressible flow, shock waves, and deformable structures, emphasizing destructive dynamics. Extending advances in time-splitting compressible flow and the Material Point Methods (MPM), we develop a hybrid Eulerian and Lagrangian/Eulerian scheme for monolithic flow-structure interactions. We adopt the second-order WENO scheme to advance the continuity equation. To stably resolve deforming boundaries with sub-cell particles, we propose a blending treatment of reflective and passable boundary conditions inspired by the theory of porous media. The strongly coupled velocity-pressure system is discretized with a new mixed-order finite element formulation employing B-spline shape functions. Shock wave propagation, temperature/density-induced buoyancy effects, and topology changes in solids are unitedly captured. Yadi Cao, Yunuo Chen 0001, Minchen Li, Yin Yang 0002, Mridul Aanjaneya, Chenfanfu Jiang |
ACM Trans. Graph. | 7 |
| 2022 | A unified newton barrier method for multibody dynamicsabstractWe present a simulation framework for multibody dynamics via a universal variational integration. Our method naturally supports mixed rigid-deformables and mixed codimensional geometries, while providing guaranteed numerical convergence and accurate resolution of contact, friction, and a wide range of articulation constraints. We unify (1) the treatment of simulation degrees of freedom for rigid and soft bodies by formulating them both in terms of Lagrangian nodal displacements, (2) the handling of general linear equality joint constraints through an efficient change-of-variable strategy, (3) the enforcement of nonlinear articulation constraints based on novel distance potential energies, (4) the resolution of frictional contact between mixed dimensions and bodies with a variational Incremental Potential Contact formulation, and (5) the modeling of generalized restitution through semi-implicit Rayleigh damping. We conduct extensive unit tests and benchmark studies to demonstrate the efficacy of our method. Yunuo Chen 0001, Minchen Li, Lei Lan, Hao Su 0001, Yin Yang 0002, Chenfanfu Jiang |
ACM Trans. Graph. | 6 |
| 2022 | Affine body dynamics: fast, stable and intersection-free simulation of stiff materialsabstractSimulating stiff materials in applications where deformations are either not significant or else can safely be ignored is a fundamental task across fields. Rigid body modeling has thus long remained a critical tool and is, by far, the most popular simulation strategy currently employed for modeling stiff solids. At the same time, rigid body methods continue to pose a number of well known challenges and trade-offs including intersections, instabilities, inaccuracies, and/or slow performances that grow with contact-problem complexity. In this paper we revisit the stiff body problem and present ABD, a simple and highly effective affine body dynamics framework, which significantly improves state-of-the-art for simulating stiff-body dynamics. We trace the challenges in rigid-body methods to the necessity of linearizing piecewise-rigid trajectories and subsequent constraints. ABD instead relaxes the unnecessary (and unrealistic) constraint that each body's motion be exactly rigid with a stiff orthogonality potential, while preserving the rigid body model's key feature of a small coordinate representation. In doing so ABD replaces piecewise linearization with piecewise linear trajectories. This, in turn, combines the best of both worlds: compact coordinates ensure small, sparse system solves, while piecewise-linear trajectories enable efficient and accurate constraint (contact and joint) evaluations. Beginning with this simple foundation, ABD preserves all guarantees of the underlying IPC model we build it upon, e.g., solution convergence, guaranteed non-intersection, and accurate frictional contact. Over a wide range and scale of simulation problems we demonstrate that ABD brings orders of magnitude performance gains (two- to three-orders on the CPU and an order more when utilizing the GPU, obtaining 10, 000× speedups) over prior IPC-based methods, while maintaining simulation quality and nonintersection of trajectories. At the same time ABD has comparable or faster timings when compared to state-of-the-art rigid body libraries optimized for performance without guarantees, and successfully and efficiently solves challenging simulation problems where both classes of prior rigid body simulation methods fail altogether. Lei Lan, Danny M. Kaufman, Minchen Li, Chenfanfu Jiang, Yin Yang 0002 |
ACM Trans. Graph. | 4 |
| 2022 | Penetration-free projective dynamics on the GPUabstractWe present a GPU algorithm for deformable simulation. Our method offers good computational efficiency and penetration-free guarantee at the same time, which are not common with existing techniques. The main idea is an algorithmic integration of projective dynamics (PD) and incremental potential contact (IPC). PD is a position-based simulation framework, favored for its robust convergence and convenient implementation. We show that PD can be employed to handle the variational optimization with the interior point method e.g., IPC. While conceptually straightforward, this requires a dedicated rework over the collision resolution and the iteration modality to avoid incorrect collision projection with improved numerical convergence. IPC exploits a barrier-based formulation, which yields an infinitely large penalty when the constraint is on the verge of being violated. This mechanism guarantees intersection-free trajectories of deformable bodies during the simulation, as long as they are apart at the rest configuration. On the downside, IPC brings a large amount of nonlinearity to the system, making PD slower to converge. To mitigate this issue, we propose a novel GPU algorithm named A-Jacobi for faster linear solve at the global step of PD. A-Jacobi is based on Jacobi iteration, but it better harvests the computation capacity on modern GPUs by lumping several Jacobi steps into a single iteration. In addition, we also re-design the CCD root finding procedure by using a new minimum-gradient Newton algorithm. Those saved time budgets allow more iterations to accommodate stiff IPC barriers so that the result is both realistic and collision-free. Putting together, our algorithm simulates complicated models of both solids and shells on the GPU at an interactive rate or even in real time. Lei Lan, Guanqun Ma, Yin Yang 0002, Changxi Zheng, Minchen Li, Chenfanfu Jiang |
ACM Trans. Graph. | 6 |
| 2022 | Energetically consistent inelasticity for optimization time integrationabstractIn this paper, we propose Energetically Consistent Inelasticity (ECI), a new formulation for modeling and discretizing finite strain elastoplasticity/viscoelasticity in a way that is compatible with optimization-based time integrators. We provide an in-depth analysis for allowing plasticity to be implicitly integrated through an augmented strain energy density function. We develop ECI on the associative von-Mises J2 plasticity, the non-associative Drucker-Prager plasticity, and the finite strain viscoelasticity. We demonstrate the resulting scheme on both the Finite Element Method (FEM) and the Material Point Method (MPM). Combined with a custom Newton-type optimization integration scheme, our method enables simulating stiff and large-deformation inelastic dynamics of metal, sand, snow, and foam with larger time steps, improved stability, higher efficiency, and better accuracy than existing approaches. Xuan Li 0015, Minchen Li, Chenfanfu Jiang |
ACM Trans. Graph. | 3 |
| 2022 | The power particle-in-cell methodabstractThis paper introduces a new weighting scheme for particle-grid transfers that generates hybrid Lagrangian/Eulerian fluid simulations with uniform particle distributions and precise volume control. At its core, our approach reformulates the construction of Power Particles [de Goes et al. 2015] by computing volume-constrained density kernels. We employ these optimized kernels as particle domains within the Generalized Interpolation Material Point method (GIMP) in order to incorporate Power Particles into the Particle-In-Cell framework, hence the name the Power Particle-In-Cell method. We address the construction of volume-constrained density kernels as a regularized optimal transportation problem and describe an iterative solver based on localized Gaussian convolutions that leads to a significant performance speedup compared to [de Goes et al. 2015]. We also present novel extensions for handling free surfaces and solid obstacles that bypass the need for cell clipping and ghost particles. We demonstrate the advantages of our transfer weights by improving hybrid schemes for fluid simulation such as the Fluid Implicit Particle (FLIP) method and the Affine Particle-In-Cell (APIC) method with volume preservation and robustness to varying particle-per-cell ratio, while retaining low numerical dissipation, conserving linear and angular momenta, and avoiding particle reseeding or post-process relaxations. Ziyin Qu, Minchen Li, Fernando de Goes, Chenfanfu Jiang |
ACM Trans. Graph. | 4 |
| 2021 | Soft Hybrid Aerial Vehicle via Bistable MechanismabstractUnmanned aerial vehicles have been demonstrated successfully in a variety of tasks, including surveying and sampling tasks over large areas. These vehicles can take many forms. Quadrotors’ agility and ability to hover makes them well suited for navigating potentially tight spaces, while fixed wing aircraft are capable of efficient flight over long distances. Hybrid aerial vehicles (HAVs) attempt to achieve both of these benefits by exhibiting multiple modes; however, morphing HAVs typically require extra actuators which add mass, reducing both agility and efficiency. We propose a morphing HAV with folding wings that exhibits both a quadrotor and a fixed wing mode without requiring any extra actuation. This is achieved by leveraging the motion of a bistable mechanism at the center of the aircraft to drive folding of the wing using only the existing motors and the inertia of the system. We optimize both the bistable mechanism and the folding wing using a topology optimization approach. The resulting mechanisms were fabricated on a 3D printer and replaced the frame of an existing quadrotor. Our prototype successfully transitions between both modes and our experiments demonstrate that the behavior of the fabricated prototype is consistent with that of the simulation. Xuan Li 0015, Jessica McWilliams, Minchen Li, Cynthia R. Sung, Chenfanfu Jiang |
ICRA | 5 |
| 2021 | Guaranteed globally injective 3D deformation processingabstractWe extend recent advances in the numerical time-integration of contacting elastodynamics [Li et al. 2020] to build a new framework, called Injective Deformation Processing (IDP), for the robust solution of a wide range of mesh deformation problems requiring injectivity. IDP solves challenging 3D (and 2D) geometry processing and animation tasks on meshes, via artificial time integration, with guarantees of both non-inversion and non-overlap. To our knowledge IDP is the first framework for 3D deformation processing that can efficiently guarantee globally injective deformation without geometric locking. We demonstrate its application on a diverse set of problems and show its significant improvement over state-of-the-art for globally injective 3D deformation. Yu Fang 0010, Minchen Li, Chenfanfu Jiang, Danny M. Kaufman |
ACM Trans. Graph. | 3 |
| 2021 | Intersection-free rigid body dynamicsabstractWe introduce the first implicit time-stepping algorithm for rigid body dynamics, with contact and friction, that guarantees intersection-free configurations at every time step. Our algorithm explicitly models the curved trajectories traced by rigid bodies in both collision detection and response. For collision detection, we propose a conservative narrow phase collision detection algorithm for curved trajectories, which reduces the problem to a sequence of linear CCD queries with minimal separation. For time integration and contact response, we extend the recently proposed incremental potential contact framework to reduced coordinates and rigid body dynamics. We introduce a benchmark for rigid body simulation and show that our approach, while less efficient than alternatives, can robustly handle a wide array of complex scenes, which cannot be simulated with competing methods, without requiring per-scene parameter tuning. Zachary Ferguson, Minchen Li, Teseo Schneider, Francisca Gil Ureta, Timothy R. Langlois, Chenfanfu Jiang, Denis Zorin, Danny M. Kaufman, Daniele Panozzo |
ACM Trans. Graph. | 6 |
| 2021 | Ships, splashes, and waves on a vast oceanabstractThe simulation of large open water surface is challenging using a uniform volumetric discretization of the Navier-Stokes equations. Simulating water splashes near moving objects, which height field methods for water waves cannot capture, necessitates high resolutions. Such simulations can be carried out using the Fluid-Implicit-Particle (FLIP) method. However, the FLIP method is not efficient for the long-lasting water waves that propagate to long distances, which require sufficient depth for a correct dispersion relationship. This paper presents a new method to tackle this dilemma through an efficient hybridization of volumetric and surface-based advection-projection discretizations. We design a hybrid time-stepping algorithm that combines a FLIP domain and an adaptively remeshed Boundary Element Method (BEM) domain for the incompressible Euler equations. The resulting framework captures the detailed water splashes near moving objects with the FLIP method, and produces convincing water waves with correct dispersion relationships at modest additional costs. Libo Huang 0003, Ziyin Qu, Xun Tan, Dominik L. Michels, Chenfanfu Jiang |
ACM Trans. Graph. | 6 |
| 2021 | Medial IPC: accelerated incremental potential contact with medial elasticsabstractWe propose a framework of efficient nonlinear deformable simulation with both fast continuous collision detection and robust collision resolution. We name this new framework Medial IPC as it integrates the merits from medial elastics, for an efficient and versatile reduced simulation, as well as incremental potential contact, for a robust collision and contact resolution. We leverage medial axis transform to construct a kinematic subspace. Instead of resorting to projective dynamics, we use classic hyperelastics to embrace real-world nonlinear materials. A novel reduced continuous collision detection algorithm is presented based on the medial mesh. Thanks to unique geometric properties of medial axis and medial primitives, we derive closed-form formulations for identifying between-primitive collision within the reduced medial space. In the meantime, the implicit barrier energy that generates necessary repulsion forces for collision resolution is also formulated with the medial coordinate. In other words, Medial IPC exploits a universal reduced coordinate for simulation, continuous self-/collision detection, and IPC-based collision resolution. Continuous collision detection also allows more aggressive time stepping. In addition, we carefully implement our system with a heterogeneous CPU-GPU deployment such that massively parallelizable computations are carried out on the GPU while few sequential computations are on the CPU. Such implementation also frees us from generating training poses for selecting Cubature points and pre-computing their weights. We have tested our method on complicated deformable models and collision-rich simulation scenarios. Due to the reduced nature of our system, the computation is faster than fullspace IPC or other fullspace methods using continuous collision detection by at least one order. The simulation remains high-quality as the medial subspace captures intriguing and local deformations with sufficient realism. Lei Lan, Yin Yang 0002, Danny M. Kaufman, Junfeng Yao, Minchen Li, Chenfanfu Jiang |
ACM Trans. Graph. | 6 |
| 2021 | Codimensional incremental potential contactabstractWe extend the incremental potential contact (IPC) model [Li et al. 2020a] for contacting elastodynamics to resolve systems composed of codimensional degrees-of-freedoms in arbitrary combination. This enables a unified, interpenetration-free, robust, and stable simulation framework that couples codimension-0,1,2, and 3 geometries seamlessly with frictional contact. Extending the IPC model to thin structures poses new challenges in computing strain, modeling thickness and determining collisions. To address these challenges we propose three corresponding contributions. First, we introduce a C 2 constitutive barrier model that directly enforces strain limiting as an energy potential while preserving rest state. This provides energetically-consistent strain limiting models (both isotropic and anisotropic) for cloth that enable strict satisfaction of strain-limit inequalities with direct coupling to both elastodynamics and contact via minimization of the incremental potential. Second, to capture the geometric thickness of codimensional domains we extend the IPC model to directly enforce distance offsets. Our treatment imposes a strict guarantee that mid-surfaces (respectively mid-lines) of shells (respectively rods) will not move closer than applied thickness values, even as these thicknesses become characteristically small. This enables us to account for thickness in the contact behavior of codimensional structures and so robustly capture challenging contacting geometries; a number of which, to our knowledge, have not been simulated before. Third, codimensional models, especially with modeled thickness, mandate strict accuracy requirements that pose a severe challenge to all existing continuous collision detection (CCD) methods. To address these limitations we develop a new, efficient, simple-to-implement additive CCD (ACCD) method that applies conservative advancement [Mirtich 1996; Zhang et al. 2006] to iteratively refine a lower bound for deforming primitives, converging to time of impact. In combination these contributions enable codimensional IPC (C-IPC). We perform extensive benchmark experiments to validate the efficacy of our method in capturing intricate behaviors of thin-structure contact and resulting bulk effects. In our experiments C-IPC obtains feasible, convergent, and so artifact-free solutions for all time steps, across all tested examples - producing robust simulations. We test C-IPC across extreme deformations, large time steps, and exceedingly close contact over all possible pairings of codimensional domains. Finally, with our strain-limit model, we confirm C-IPC guarantees non-intersection and strain-limit satisfaction for all reasonable (and well below - verified down to 0.1%) strain limits throughout all time steps. Minchen Li, Danny M. Kaufman, Chenfanfu Jiang |
ACM Trans. Graph. | 3 |
| 2021 | High-order differentiable autoencoder for nonlinear model reductionabstractThis paper provides a new avenue for exploiting deep neural networks to improve physics-based simulation. Specifically, we integrate the classic Lagrangian mechanics with a deep autoencoder to accelerate elastic simulation of deformable solids. Due to the inertia effect, the dynamic equilibrium cannot be established without evaluating the second-order derivatives of the deep autoencoder network. This is beyond the capability of off-the-shelf automatic differentiation packages and algorithms, which mainly focus on the gradient evaluation. Solving the nonlinear force equilibrium is even more challenging if the standard Newton's method is to be used. This is because we need to compute a third-order derivative of the network to obtain the variational Hessian. We attack those difficulties by exploiting complex-step finite difference, coupled with reverse automatic differentiation. This strategy allows us to enjoy the convenience and accuracy of complex-step finite difference and in the meantime, to deploy complex-value perturbations as collectively as possible to save excessive network passes. With a GPU-based implementation, we are able to wield deep autoencoders (e.g., 10+ layers) with a relatively high-dimension latent space in real-time. Along this pipeline, we also design a sampling network and a weighting network to enable weight-varying Cubature integration in order to incorporate nonlinearity in the model reduction. We believe this work will inspire and benefit future research efforts in nonlinearly reduced physical simulation problems. Yin Yang 0002, Tianjia Shao, He Wang 0002, Chenfanfu Jiang, Lei Lan, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2021 | A unified second-order accurate in time MPM formulation for simulating viscoelastic liquids with phase changeabstractWe assume that the viscous forces in any liquid are simultaneously local and non-local , and introduce the extended POM-POM model [McLeish and Larson 1998; Oishi et al. 2012; Verbeeten et al. 2001] to computer graphics to design a unified constitutive model for viscosity that generalizes prior models, such as Oldroyd-B, the Upper-convected Maxwell (UCM) model [Sadeghy et al. 2005], and classical Newtonian viscosity under one umbrella, recovering each of them with different parameter values. Implicit discretization of our model via backward Euler recovers the variational Stokes solver of [Larionov et al. 2017] for Newtonian viscosity. For greater accuracy, however, we introduce the second-order accurate Generalized Single Step Single Solve (GS4) scheme [Tamma et al. 2000; Zhou and Tamma 2004] to computer graphics, which recovers all prior second-order accurate time integration schemes to date. Using GS4 and our generalized constitutive model, we present a Material Point Method (MPM) for simulating various viscoelastic liquid behaviors, such as classical liquid rope coiling, buckling, folding, and shear thinning/thickening. In addition, we show how to couple our viscoelastic liquid simulator with the recently introduced non-Fourier heat diffusion solver [Xue et al. 2020] for simulating problems with phase change, such as melting chocolate and digital fabrication with 3D printing. While the discretization of heat diffusion is slightly different within GS4, we show that it can still be efficiently solved using an assembly-free Multigrid-preconditioned Conjugate Gradients solver. We present end-to-end 3D simulations to demonstrate the versatility of our framework. Haozhe Su, Tao Xue 0004, Chengguizi Han, Chenfanfu Jiang, Mridul Aanjaneya |
ACM Trans. Graph. | 4 |
| 2020 | A Hybrid Lagrangian/Eulerian Collocated Velocity Advection and Projection Method for Fluid SimulationabstractAbstract We present a hybrid particle/grid approach for simulating incompressible fluids on collocated velocity grids. Our approach supports both particle‐based Lagrangian advection in very detailed regions of the flow and efficient Eulerian grid‐based advection in other regions of the flow. A novel Backward Semi‐Lagrangian method is derived to improve accuracy of grid based advection. Our approach utilizes the implicit formula associated with solutions of the inviscid Burgers’ equation. We solve this equation using Newton's method enabled by C1 continuous grid interpolation. We enforce incompressibility over collocated, rather than staggered grids. Our projection technique is variational and designed for B‐spline interpolation over regular grids where multiquadratic interpolation is used for velocity and multilinear interpolation for pressure. Despite our use of regular grids, we extend the variational technique to allow for cut‐cell definition of irregular flow domains for both Dirichlet and free surface boundary conditions. Steven Gagniere, David Hyde 0001, Alan Marquez-Razon, Chenfanfu Jiang, Ziheng Ge, Xuchen Han, Qi Guo 0006, Joseph Teran |
Comput. Graph. Forum | 4 |
| 2020 | IQ-MPM: an interface quadrature material point method for non-sticky strongly two-way coupled nonlinear solids and fluidsabstractWe propose a novel scheme for simulating two-way coupled interactions between nonlinear elastic solids and incompressible fluids. The key ingredient of this approach is a ghost matrix operator-splitting scheme for strongly coupled nonlinear elastica and incompressible fluids through the weak form of their governing equations. This leads to a stable and efficient method handling large time steps under the CFL limit while using a single monolithic solve for the coupled pressure fields, even in the case with highly nonlinear elastic solids. The use of the Material Point Method (MPM) is essential in the designing of the scheme, it not only preserves discretization consistency with the hybrid Lagrangian-Eulerian fluid solver, but also works naturally with our novel interface quadrature (IQ) discretization for free-slip boundary conditions. While traditional MPM suffers from sticky numerical artifacts, our framework naturally supports discontinuous tangential velocities at the solid-fluid interface. Our IQ discretization results in an easy-to-implement, fully particle-based treatment of the interfacial boundary, avoiding the additional complexities associated with intermediate level set or explicit mesh representations. The efficacy of the proposed scheme is verified by various challenging simulations with fluid-elastica interactions. Yu Fang 0010, Ziyin Qu, Minchen Li, Yixin Zhu 0001, Mridul Aanjaneya, Chenfanfu Jiang |
ACM Trans. Graph. | 7 |
| 2020 | Chemomechanical simulation of soap film flow on spherical bubblesabstractSoap bubbles are widely appreciated for their fragile nature and their colorful appearance. The natural sciences and, in extension, computer graphics, have comprehensively studied the mechanical behavior of films and foams, as well as the optical properties of thin liquid layers. In this paper, we focus on the dynamics of material flow within the soap film, which results in fascinating, extremely detailed patterns. This flow is characterized by a complex coupling between surfactant concentration and Marangoni surface tension. We propose a novel chemomechanical simulation framework rooted in lubrication theory, which makes use of a custom semi-Lagrangian advection solver to enable the simulation of soap film dynamics on spherical bubbles both in free flow as well as under body forces such as gravity or external air flow. By comparing our simulated outcomes to videos of real-world soap bubbles recorded in a studio environment, we show that our framework, for the first time, closely recreates a wide range of dynamic effects that are also observed in experiment. Weizhen Huang, Julian Iseringhausen, Tom Kneiphof, Ziyin Qu, Chenfanfu Jiang, Matthias B. Hullin |
ACM Trans. Graph. | 5 |
| 2020 | Incremental potential contact: intersection-and inversion-free, large-deformation dynamicsabstractContacts weave through every aspect of our physical world, from daily household chores to acts of nature. Modeling and predictive computation of these phenomena for solid mechanics is important to every discipline concerned with the motion of mechanical systems, including engineering and animation. Nevertheless, efficiently time-stepping accurate and consistent simulations of real-world contacting elastica remains an outstanding computational challenge. To model the complex interaction of deforming solids in contact we propose Incremental Potential Contact (IPC) - a new model and algorithm for variationally solving implicitly time-stepped nonlinear elastodynamics. IPC maintains an intersection- and inversion-free trajectory regardless of material parameters, time step sizes, impact velocities, severity of deformation, or boundary conditions enforced. Constructed with a custom nonlinear solver, IPC enables efficient resolution of time-stepping problems with separate, user-exposed accuracy tolerances that allow independent specification of the physical accuracy of the dynamics and the geometric accuracy of surface-to-surface conformation. This enables users to decouple, as needed per application, desired accuracies for a simulation's dynamics and geometry. The resulting time stepper solves contact problems that are intersection-free (and thus robust), inversion-free, efficient (at speeds comparable to or faster than available methods that lack both convergence and feasibility), and accurate (solved to user-specified accuracies). To our knowledge this is the first implicit time-stepping method, across both the engineering and graphics literature that can consistently enforce these guarantees as we vary simulation parameters. In an extensive comparison of available simulation methods, research libraries and commercial codes we confirm that available engineering and computer graphics methods, while each succeeding admirably in custom-tuned regimes, often fail with instabilities, egregious constraint violations and/or inaccurate and implausible solutions, as we vary input materials, contact numbers and time step. We also exercise IPC across a wide range of existing and new benchmark tests and demonstrate its accurate solution over a broad sweep of reasonable time-step sizes and beyond (up to h = 2s) across challenging large-deformation, large-contact stress-test scenarios with meshes composed of up to 2.3M tetrahedra and processing up to 498K contacts per time step. For applications requiring high-accuracy we demonstrate tight convergence on all measures. While, for applications requiring lower accuracies, e.g. animation, we confirm IPC can ensure feasibility and plausibility even when specified tolerances are lowered for efficiency. Minchen Li, Zachary Ferguson, Teseo Schneider, Timothy R. Langlois, Denis Zorin, Daniele Panozzo, Chenfanfu Jiang, Danny M. Kaufman |
ACM Trans. Graph. | 7 |
| 2020 | Hierarchical Optimization Time Integration for CFL-Rate MPM SteppingabstractWe propose Hierarchical Optimization Time Integration (HOT) for efficient implicit timestepping of the material point method (MPM) irrespective of simulated materials and conditions. HOT is an MPM-specialized hierarchical optimization algorithm that solves nonlinear timestep problems for large-scale MPM systems near the CFL limit. HOT provides convergent simulations out of the box across widely varying materials and computational resolutions without parameter tuning. As an implicit MPM timestepper accelerated by a custom-designed Galerkin multigrid wrapped in a quasi-Newton solver, HOT is both highly parallelizable and robustly convergent. As we show in our analysis, HOT maintains consistent and efficient performance even as we grow stiffness, increase deformation, and vary materials over a wide range of finite strain, elastodynamic, and plastic examples. Through careful benchmark ablation studies, we compare the effectiveness of HOT against seemingly plausible alternative combinations of MPM with standard multigrid and other Newton-Krylov models. We show how these alternative designs result in severe issues and poor performance. In contrast, HOT outperforms existing state-of-the-art, heavily optimized implicit MPM codes with an up to 10× performance speedup across a wide range of challenging benchmark test simulations. Minchen Li, Yu Fang 0010, Ming Gao 0023, Min Tang 0001, Danny M. Kaufman, Chenfanfu Jiang |
ACM Trans. Graph. | 8 |
| 2020 | A massively parallel and scalable multi-CPU material point methodabstractHarnessing the power of modern multi-GPU architectures, we present a massively parallel simulation system based on the Material Point Method (MPM) for simulating physical behaviors of materials undergoing complex topological changes, self-collision, and large deformations. Our system makes three critical contributions. First, we introduce a new particle data structure that promotes coalesced memory access patterns on the GPU and eliminates the need for complex atomic operations on the memory hierarchy when writing particle data to the grid. Second, we propose a kernel fusion approach using a new Grid-to-Particles-to-Grid ( G2P2G ) scheme, which efficiently reduces GPU kernel launches, improves latency, and significantly reduces the amount of global memory needed to store particle data. Finally, we introduce optimized algorithmic designs that allow for efficient sparse grids in a shared memory context, enabling us to best utilize modern multi-GPU computational platforms for hybrid Lagrangian-Eulerian computational patterns. We demonstrate the effectiveness of our method with extensive benchmarks, evaluations, and dynamic simulations with elastoplasticity, granular media, and fluid dynamics. In comparisons against an open-source and heavily optimized CPU-based MPM codebase [Fang et al. 2019] on an elastic sphere colliding scene with particle counts ranging from 5 to 40 million, our GPU MPM achieves over 100x per-time-step speedup on a workstation with an Intel 8086K CPU and a single Quadro P6000 GPU, exposing exciting possibilities for future MPM simulations in computer graphics and computational science. Moreover, compared to the state-of-the-art GPU MPM method [Hu et al. 2019a], we not only achieve 2x acceleration on a single GPU but our kernel fusion strategy and Array-of-Structs-of-Array ( AoSoA ) data structure design also generalizes to multi-GPU systems. Our multi-GPU MPM exhibits near-perfect weak and strong scaling with 4 GPUs, enabling performant and large-scale simulations on a 1024 3 grid with close to 100 million particles with less than 4 minutes per frame on a single 4-GPU workstation and 134 million particles with less than 1 minute per frame on an 8-GPU workstation. Yuxing Qiu, Stuart R. Slattery, Yu Fang 0010, Minchen Li, Song-Chun Zhu, Yixin Zhu 0001, Min Tang 0001, Dinesh Manocha, Chenfanfu Jiang |
ACM Trans. Graph. | 10 |
| 2020 | AnisoMPM: animating anisotropic damage mechanicsabstractDynamic fracture surrounds us in our day-to-day lives, but animating this phenomenon is notoriously difficult and only further complicated by anisotropic materials---those with underlying structures that dictate preferred fracture directions. Thus, we present AnisoMPM: a robust and general approach for animating the dynamic fracture of isotropic, transversely isotropic, and orthotropic materials. AnisoMPM has three core components: a technique for anisotropic damage evolution, methods for anisotropic elastic response, and a coupling approach. For anisotropic damage, we adopt a non-local continuum damage mechanics (CDM) geometric approach to crack modeling and augment this with structural tensors to encode material anisotropy. Furthermore, we discretize our damage evolution with explicit and implicit integration, giving a high degree of computational efficiency and flexibility. We also utilize a QR-decomposition based anisotropic constitutive model that is inversion safe, more efficient than SVD models, easy to implement, robust to extreme deformations, and that captures all aforementioned modes of anisotropy. Our elasto-damage coupling is enforced through an additive decomposition of our hyperelasticity into a tensile and compressive component in which damage is used to degrade the tensile contribution to allow for material separation. For extremely stiff fibered materials, we further introduce a novel Galerkin weak form discretization that enables embedded directional inextensibility. We present this as a hard-constrained grid velocity solve that poses an alternative to our anisotropic elasticity that is locking-free and can model very stiff materials. Joshuah Wolper, Yunuo Chen 0001, Minchen Li, Yu Fang 0010, Ziyin Qu, Jiecong Lu, Meggie Cheng, Chenfanfu Jiang |
ACM Trans. Graph. | 8 |
| 2020 | A novel discretization and numerical solver for non-fourier diffusionabstractWe introduce the C-F diffusion model [Anderson and Tamma 2006; Xue et al. 2018] to computer graphics for diffusion-driven problems that has several attractive properties: (a) it fundamentally explains diffusion from the perspective of the non-equilibrium statistical mechanical Boltzmann Transport Equation, (b) it allows for a finite propagation speed for diffusion, in contrast to the widely employed Fick's/Fourier's law, and (c) it can capture some of the most characteristic visual aspects of diffusion-driven physics, such as hydrogel swelling, limited diffusive domain for smoke flow, snowflake and dendrite formation, that span from Fourier-type to non-Fourier-type diffusive phenomena. We propose a unified convection-diffusion formulation using this model that treats both the diffusive quantity and its associated flux as the primary unknowns, and that recovers the traditional Fourier-type diffusion as a limiting case. We design a novel semi-implicit discretization for this formulation on staggered MAC grids and a geometric Multigrid-preconditioned Conjugate Gradients solver for efficient numerical solution. To highlight the efficacy of our method, we demonstrate end-to-end examples of elastic porous media simulated with the Material Point Method (MPM), and diffusion-driven Eulerian incompressible fluids. Tao Xue 0004, Haozhe Su, Chengguizi Han, Chenfanfu Jiang, Mridul Aanjaneya |
ACM Trans. Graph. | 4 |
| 2019 | Mirroring without Overimitation: Learning Functionally Equivalent Manipulation ActionsabstractThis paper presents a mirroring approach, inspired by the neuroscience discovery of the mirror neurons, to transfer demonstrated manipulation actions to robots. Designed to address the different embodiments between a human (demonstrator) and a robot, this approach extends the classic robot Learning from Demonstration (LfD) in the following aspects:i) It incorporates fine-grained hand forces collected by a tactile glove in demonstration to learn robot’s fine manipulative actions; ii) Through model-free reinforcement learning and grammar induction, the demonstration is represented by a goal-oriented grammar consisting of goal states and the corresponding forces to reach the states, independent of robot embodiments; iii) A physics-based simulation engine is applied to emulate various robot actions and mirrors the actions that are functionally equivalent to the human’s in the sense of causing the same state changes by exerting similar forces. Through this approach, a robot reasons about which forces to exert and what goals to achieve to generate actions (i.e., mirroring), rather than strictly mimicking demonstration (i.e., overimitation). Thus the embodiment difference between a human and a robot is naturally overcome. In the experiment, we demonstrate the proposed approach by teaching a real Baxter robot with a complex manipulation task involving haptic feedback—opening medicine bottles. Hangxin Liu, Chi Zhang 0017, Yixin Zhu 0001, Chenfanfu Jiang, Song-Chun Zhu |
AAAI | 4 |
| 2019 | Position-based real-time simulation of large crowds
Tomer Weiss 0001, Alan Litteneker, Chenfanfu Jiang, Demetri Terzopoulos |
Comput. Graph. | 3 |
| 2019 | Silly rubber: an implicit material point method for simulating non-equilibrated viscoelastic and elastoplastic solidsabstractSimulating viscoelastic polymers and polymeric fluids requires a robust and accurate capture of elasticity and viscosity. The computation is known to become very challenging under large deformations and high viscosity. Drawing inspirations from return mapping based elastoplasticity treatment for granular materials, we present a finite strain integration scheme for general viscoelastic solids under arbitrarily large deformation and non-equilibrated flow. Our scheme is based on a predictor-corrector exponential mapping scheme on the principal strains from the deformation gradient, which closely resembles the conventional treatment for elastoplasticity and allows straightforward implementation into any existing constitutive models. We develop a new Material Point Method that is fully implicit on both elasticity and inelasticity using augmented Lagrangian optimization with various preconditioning strategies for highly efficient time integration. Our method not only handles viscoelasticity but also supports existing elastoplastic models including Drucker-Prager and von-Mises in a unified manner. We demonstrate the efficacy of our framework on various examples showing intricate and characteristic inelastic dynamics with competitive performance. Yu Fang 0010, Minchen Li, Ming Gao 0023, Chenfanfu Jiang |
ACM Trans. Graph. | 4 |
| 2019 | Decomposed optimization time integrator for large-step elastodynamicsabstractSimulation methods are rapidly advancing the accuracy, consistency and controllability of elastodynamic modeling and animation. Critical to these advances, we require efficient time step solvers that reliably solve all implicit time integration problems for elastica. While available time step solvers succeed admirably in some regimes, they become impractically slow, inaccurate, unstable, or even divergent in others --- as we show here. Towards addressing these needs we present the Decomposed Optimization Time Integrator (DOT), a new domain-decomposed optimization method for solving the per time step, nonlinear problems of implicit numerical time integration. DOT is especially suitable for large time step simulations of deformable bodies with nonlinear materials and high-speed dynamics. It is efficient, automated, and robust at large, fixed-size time steps, thus ensuring stable, continued progress of high-quality simulation output. Across a broad range of extreme and mild deformation dynamics, using frame-rate size time steps with widely varying object shapes and mesh resolutions, we show that DOT always converges to user-set tolerances, generally well-exceeding and always close to the best wall-clock times across all previous nonlinear time step solvers, irrespective of the deformation applied. Minchen Li, Ming Gao 0023, Timothy R. Langlois, Chenfanfu Jiang, Danny M. Kaufman |
ACM Trans. Graph. | 4 |
| 2019 | Efficient and conservative fluids using bidirectional mappingabstractIn this paper, we introduce BiMocq 2 , an unconditionally stable, pure Eulerianbased advection scheme to efficiently preserve the advection accuracy of all physical quantities for long-term fluid simulations. Our approach is built upon the method of characteristic mapping (MCM). Instead of the costly evaluation of the temporal characteristic integral, we evolve the mapping function itself by solving an advection equation for the mappings. Dual mesh characteristics (DMC) method is adopted to more accurately update the mapping. Furthermore, to avoid visual artifacts like instant blur and temporal inconsistency introduced by re-initialization, we introduce multi-level mapping and back and forth error compensation. We conduct comprehensive 2D and 3D benchmark experiments to compare against alternative advection schemes. In particular, for the vortical flow and level set experiments, our method outperforms almost all state-of-art hybrid schemes, including FLIP, PolyPic and Particle-Level-Set, at the cost of only two Semi-Lagrangian advections. Additionally, our method does not rely on the particle-grid transfer operations, leading to a highly parallelizable pipeline. As a result, more than 45× performance acceleration can be achieved via even a straightforward porting of the code from CPU to GPU. Ziyin Qu, Ming Gao 0023, Chenfanfu Jiang, Baoquan Chen |
ACM Trans. Graph. | 4 |
| 2019 | CD-MPM: continuum damage material point methods for dynamic fracture animationabstractWe present two new approaches for animating dynamic fracture involving large elastoplastic deformation. In contrast to traditional mesh-based techniques, where sharp discontinuity is introduced to split the continuum at crack surfaces, our methods are based on Continuum Damage Mechanics (CDM) with a variational energy-based formulation for crack evolution. Our first approach formulates the resulting dynamic material damage evolution with a Ginzburg-Landau type phase-field equation and discretizes it with the Material Point Method (MPM), resulting in a coupled momentum/damage solver rooted in phase field fracture: PFF-MPM. Although our PFF-MPM approach achieves convincing fracture with or without plasticity, we also introduce a return mapping algorithm that can be analytically solved for a wide range of general non-associated plasticity models, achieving more than two times speedup over traditional iterative approaches. To demonstrate the efficacy of the algorithm, we also develop a Non-Associated Cam-Clay (NACC) plasticity model with a novel fracture-friendly hardening scheme. Our NACC plasticity paired with traditional MPM composes a second approach to dynamic fracture, as it produces a breadth of organic, brittle material fracture effects on its own. Though NACC and PFF can be combined, we focus on exploring their material effects separately. Both methods can be easily integrated into any existing MPM solver, enabling the simulation of various fracturing materials with extremely high visual fidelity while requiring little additional computational overhead. Joshuah Wolper, Yu Fang 0010, Minchen Li, Jiecong Lu, Ming Gao 0023, Chenfanfu Jiang |
ACM Trans. Graph. | 6 |
| 2019 | Fast and Scalable Position-Based Layout SynthesisabstractThe arrangement of objects into a layout can be challenging for non-experts, as is affirmed by the existence of interior design professionals. Recent research into the automation of this task has yielded methods that can synthesize layouts of objects respecting aesthetic and functional constraints that are non-linear and competing. These methods usually adopt a stochastic optimization scheme, which samples from different layout configurations, a process that is slow and inefficient. We introduce an physics-motivated, continuous layout synthesis technique, which results in a significant gain in speed and is readily scalable. We demonstrate our method on a variety of examples and show that it achieves results similar to conventional layout synthesis based on Markov chain Monte Carlo (McMC) state-search, but is faster by at least an order of magnitude and can handle layouts of unprecedented size as well as tightly-packed layouts that can overwhelm McMC. Tomer Weiss 0001, Alan Litteneker, Noah Duncan, Masaki Nakada, Chenfanfu Jiang, Lap-Fai Yu, Demetri Terzopoulos |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2018 | Human-Centric Indoor Scene Synthesis Using Stochastic GrammarabstractWe present a human-centric method to sample and synthesize 3D room layouts and 2D images thereof, to obtain large-scale 2D/3D image data with the perfect per-pixel ground truth. An attributed spatial And-Or graph (S-AOG) is proposed to represent indoor scenes. The S-AOG is a probabilistic grammar model, in which the terminal nodes are object entities including room, furniture, and supported objects. Human contexts as contextual relations are encoded by Markov Random Fields (MRF) on the terminal nodes. We learn the distributions from an indoor scene dataset and sample new layouts using Monte Carlo Markov Chain. Experiments demonstrate that the proposed method can robustly sample a large variety of realistic room layouts based on three criteria: (i) visual realism comparing to a state-of-the-art room arrangement method, (ii) accuracy of the affordance maps with respect to ground-truth, and (ii) the functionality and naturalness of synthesized rooms evaluated by human subjects. Siyuan Qi, Yixin Zhu 0001, Siyuan Huang 0001, Chenfanfu Jiang, Song-Chun Zhu |
CVPR | 4 |
| 2018 | Spatially Perturbed Collision Sounds Attenuate Perceived Causality in 3D Launching EventsabstractWhen a moving object collides with an object at rest, people immediately perceive a causal event: i.e., the first object has launched the second object forwards. However, when the second object's motion is delayed, or is accompanied by a collision sound, causal impressions attenuate and strengthen. Despite a rich literature on causal perception, researchers have exclusively utilized 2D visual displays to examine the launching effect. It remains unclear whether people are equally sensitive to the spatiotemporal properties of observed collisions in the real world. The present study first examined whether previous findings in causal perception with audiovisual inputs can be extended to immersive 3D virtual environments. We then investigated whether perceived causality is influenced by variations in the spatial position of an auditory collision indicator. We found that people are able to localize sound positions based on auditory inputs in VR environments, and spatial discrepancy between the estimated position of the collision sound and the visually observed impact location attenuates perceived causality. Duotun Wang, James Kubricht, Yixin Zhu 0001, Wei Liang 0008, Song-Chun Zhu, Chenfanfu Jiang, Hongjing Lu |
VR | 6 |
| 2018 | A Temporally Adaptive Material Point Method with Regional Time SteppingabstractAbstract Spatially and temporally adaptive algorithms can substantially improve the computational efficiency of many numerical schemes in computational mechanics and physics‐based animation. Recently, a crucial need for temporal adaptivity in the Material Point Method (MPM) is emerging due to the potentially substantial variation of material stiffness and velocities in multi‐material scenes. In this work, we propose a novel temporally adaptive symplectic Euler scheme for MPM with regional time stepping (RTS), where different time steps are used in different regions. We design a time stepping scheduler operating at the granularity of small blocks to maintain a natural consistency with the hybrid particle/grid nature of MPM. Our method utilizes the Sparse Paged Grid (SPGrid) data structure and simultaneously offers high efficiency and notable ease of implementation with a practical multi‐threaded particle‐grid transfer strategy. We demonstrate the efficacy of our asynchronous MPM method on various examples including elastic objects, granular media, and fluids. Yu Fang 0010, Yuanming Hu, Shi-Min Hu 0001, Chenfanfu Jiang |
Comput. Graph. Forum | 4 |
| 2018 | Configurable 3D Scene Synthesis and 2D Image Rendering with Per-pixel Ground Truth Using Stochastic Grammars
Chenfanfu Jiang, Siyuan Qi, Yixin Zhu 0001, Siyuan Huang 0001, Jenny Lin, Lap-Fai Yu, Demetri Terzopoulos, Song-Chun Zhu |
Int. J. Comput. Vis. | 1 |
| 2018 | Animating fluid sediment mixture in particle-laden flowsabstractIn this paper, we present a mixed explicit and semi-implicit Material Point Method for simulating particle-laden flows. We develop a Multigrid Preconditioned fluid solver for the Locally Averaged Navier Stokes equation. This is discretized purely on a semi-staggered standard MPM grid. Sedimentation is modeled with the Drucker-Prager elastoplasticity flow rule, enhanced by a novel particle density estimation method for converting particles between representations of either continuum or discrete points. Fluid and sediment are two-way coupled through a momentum exchange force that can be easily resolved with two MPM background grids. We present various results to demonstrate the efficacy of our method. Ming Gao 0023, Andre Pradhana Tampubolon, Xuchen Han, Qi Guo 0006, Grant Kot, Eftychios Sifakis, Chenfanfu Jiang |
ACM Trans. Graph. | 7 |
| 2018 | GPU optimization of material point methodsabstractThe Material Point Method (MPM) has been shown to facilitate effective simulations of physically complex and topologically challenging materials, with a wealth of emerging applications in computational engineering and visual computing. Borne out of the extreme importance of regularity, MPM is given attractive parallelization opportunities on high-performance modern multiprocessors. Parallelization of MPM that fully leverages computing resources presents challenges that require exploring an extensive design-space for favorable data structures and algorithms. Unlike the conceptually simple CPU parallelization, where the coarse partition of tasks can be easily applied, it takes greater effort to reach the GPU hardware saturation due to its many-core SIMT architecture. In this paper we introduce methods for addressing the computational challenges of MPM and extending the capabilities of general simulation systems based on MPM, particularly concentrating on GPU optimization. In addition to our open-source high-performance framework, we also conduct performance analyses and benchmark experiments to compare against alternative design choices which may superficially appear to be reasonable, but can suffer from suboptimal performance in practice. Our explicit and fully implicit GPU MPM solvers are further equipped with a Moving Least Squares MPM heat solver and a novel sand constitutive model to enable fast simulations of a wide range of materials. We demonstrate that more than an order of magnitude performance improvement can be achieved with our GPU solvers. Practical high-resolution examples with up to ten million particles run in less than one minute per frame. Ming Gao 0023, Kui Wu 0003, Andre Pradhana Tampubolon, Eftychios Sifakis, Cem Yuksel, Chenfanfu Jiang |
ACM Trans. Graph. | 7 |
| 2018 | A moving least squares material point method with displacement discontinuity and two-way rigid body couplingabstractIn this paper, we introduce the Moving Least Squares Material Point Method (MLS-MPM). MLS-MPM naturally leads to the formulation of Affine Particle-In-Cell (APIC) [Jiang et al. 2015] and Polynomial Particle-In-Cell [Fu et al. 2017] in a way that is consistent with a Galerkin-style weak form discretization of the governing equations. Additionally, it enables a new stress divergence discretization that effortlessly allows all MPM simulations to run two times faster than before. We also develop a Compatible Particle-In-Cell (CPIC) algorithm on top of MLS-MPM. Utilizing a colored distance field representation and a novel compatibility condition for particles and grid nodes, our framework enables the simulation of various new phenomena that are not previously supported by MPM, including material cutting, dynamic open boundaries, and two-way coupling with rigid bodies. MLS-MPM with CPIC is easy to implement and friendly to performance optimization. Yuanming Hu, Yu Fang 0010, Ziheng Ge, Ziyin Qu, Yixin Zhu 0001, Andre Pradhana Tampubolon, Chenfanfu Jiang |
ACM Trans. Graph. | 7 |
| 2017 | Consistent Probabilistic Simulation Underlying Human Judgment in Substance Dynamics
James Kubricht, Yixin Zhu 0001, Chenfanfu Jiang, Demetri Terzopoulos, Song-Chun Zhu, Hongjing Lu |
CogSci | 3 |
| 2017 | Position-based multi-agent dynamics for real-time crowd simulationabstractExploiting the efficiency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed modeling of per-agent behavior in a Lagrangian formulation. We model short-range and long-range collision avoidance to simulate both sparse and dense crowds. On the particles representing agents, we formulate a set of positional constraints that can be readily integrated into a standard PBD solver. We augment the tentative particle motions with planning velocities to determine the preferred velocities of agents, and project the positions onto the constraint manifold to eliminate colliding configurations. The local short-range interaction is represented with collision and frictional contact between agents, as in the discrete simulation of granular materials. We incorporate a cohesion model for modeling collective behaviors and propose a new constraint for dealing with potential future collisions. Our new method is suitable for use in interactive games. Tomer Weiss 0001, Chenfanfu Jiang, Alan Litteneker, Demetri Terzopoulos |
MIG | 2 |
| 2017 | A polynomial particle-in-cell methodabstractRecently the Affine Particle-In-Cell (APIC) Method was proposed by Jiang et al.[2015; 2017b] to improve the accuracy of the transfers in Particle-In-Cell (PIC) [Harlow 1964] techniques by augmenting each particle with a locally affine, rather than locally constant description of the velocity. This reduced the dissipation of the original PIC without suffering from the noise present in the historic alternative, Fluid-Implicit-Particle (FLIP) [Brackbill and Ruppel 1986]. We present a generalization of APIC by augmenting each particle with a more general local function. By viewing the grid-to-particle transfer as a linear and angular momentum conserving projection of the particle-wise local grid velocities onto a reduced basis, we greatly improve the energy and vorticity conservation over the original APIC. Furthermore, we show that the cost of the generalized projection is negligible over APIC when using a particular class of local polynomial functions. Lastly, we note that our method retains the filtering property of APIC and PIC and thus has similar robustness to noise. Chuyuan Fu, Qi Guo 0006, Theodore F. Gast, Chenfanfu Jiang, Joseph Teran |
ACM Trans. Graph. | 4 |
| 2017 | An adaptive generalized interpolation material point method for simulating elastoplastic materialsabstractWe present an adaptive Generalized Interpolation Material Point (GIMP) method for simulating elastoplastic materials. Our approach allows adaptive refining and coarsening of different regions of the material, leading to an efficient MPM solver that concentrates most of the computation resources in specific regions of interest. We propose a C 1 continuous adaptive basis function that satisfies the partition of unity property and remains non-negative throughout the computational domain. We develop a practical strategy for particle-grid transfers that leverages the recently introduced SPGrid data structure for storing sparse multi-layered grids. We demonstrate the robustness and efficiency of our method on the simulation of various elastic and plastic materials. We also compare key kernel components to uniform grid MPM solvers to highlight performance benefits of our method. Ming Gao 0023, Andre Pradhana Tampubolon, Chenfanfu Jiang, Eftychios Sifakis |
ACM Trans. Graph. | 3 |
| 2017 | Anisotropic elastoplasticity for cloth, knit and hair frictional contactabstractThe typical elastic surface or curve simulation method takes a Lagrangian approach and consists of three components: time integration, collision detection and collision response. The Lagrangian view is beneficial because it naturally allows for tracking of the codimensional manifold, however collision must then be detected and resolved separately. Eulerian methods are promising alternatives because collision processing is automatic and while this is effective for volumetric objects, advection of a codimensional manifold is too inaccurate in practice. We propose a novel hybrid Lagrangian/Eulerian approach that preserves the best aspects of both views. Similar to the Drucker-Prager and Mohr-Coulomb models for granular materials, we define our collision response with a novel elastoplastic constitutive model. To achieve this, we design an anisotropic hyperelastic constitutive model that separately characterizes the response to manifold strain as well as shearing and compression in the directions orthogonal to the manifold. We discretize the model with the Material Point Method and a novel codimensional Lagrangian/Eulerian update of the deformation gradient. Collision intensive scenarios with millions of degrees of freedom require only a few minutes per frame and examples with up to one million degrees of freedom run in less than thirty seconds per frame. Chenfanfu Jiang, Theodore F. Gast, Joseph Teran |
ACM Trans. Graph. | 1 |
| 2017 | Multi-species simulation of porous sand and water mixturesabstractWe present a multi-species model for the simulation of gravity driven landslides and debris flows with porous sand and water interactions. We use continuum mixture theory to describe individual phases where each species individually obeys conservation of mass and momentum and they are coupled through a momentum exchange term. Water is modeled as a weakly compressible fluid and sand is modeled with an elastoplastic law whose cohesion varies with water saturation. We use a two-grid Material Point Method to discretize the governing equations. The momentum exchange term in the mixture theory is relatively stiff and we use semi-implicit time stepping to avoid associated small time steps. Our semi-implicit treatment is explicit in plasticity and preserves symmetry of force linearizations. We develop a novel regularization of the elastic part of the sand constitutive model that better mimics plasticity during the implicit solve to prevent numerical cohesion artifacts that would otherwise have occurred. Lastly, we develop an improved return mapping for sand plasticity that prevents volume gain artifacts in the traditional Drucker-Prager model. Andre Pradhana Tampubolon, Theodore F. Gast, Gergely Klár, Chuyuan Fu, Joseph Teran, Chenfanfu Jiang, Ken Museth |
ACM Trans. Graph. | 6 |
| 2016 | Proposal of the Second Workshop on Physical and Social Scene Understanding
Tao Gao 0004, Chenfanfu Jiang, Yixin Zhu 0001, Yibiao Zhao, Lap-Fai Yu |
CogSci | 2 |
| 2016 | Probabilistic Simulation Predicts Human Performance on Viscous Fluid-Pouring Problem
James Kubricht, Chenfanfu Jiang, Yixin Zhu 0001, Song-Chun Zhu, Demetri Terzopoulos, Hongjing Lu |
CogSci | 2 |
| 2016 | Inferring Forces and Learning Human Utilities from VideosabstractWe propose a notion of affordance that takes into account physical quantities generated when the human body interacts with real-world objects, and introduce a learning framework that incorporates the concept of human utilities, which in our opinion provides a deeper and finer-grained account not only of object affordance but also of people's interaction with objects. Rather than defining affordance in terms of the geometric compatibility between body poses and 3D objects, we devise algorithms that employ physicsbased simulation to infer the relevant forces/pressures acting on body parts. By observing the choices people make in videos (particularly in selecting a chair in which to sit) our system learns the comfort intervals of the forces exerted on body parts (while sitting). We account for people's preferences in terms of human utilities, which transcend comfort intervals to account also for meaningful tasks within scenes and spatiotemporal constraints in motion planning, such as for the purposes of robot task planning. Yixin Zhu 0001, Chenfanfu Jiang, Yibiao Zhao, Demetri Terzopoulos, Song-Chun Zhu |
CVPR | 2 |
| 2016 | Drucker-prager elastoplasticity for sand animationabstractWe simulate sand dynamics using an elastoplastic, continuum assumption. We demonstrate that the Drucker-Prager plastic flow model combined with a Hencky-strain-based hyperelasticity accurately recreates a wide range of visual sand phenomena with moderate computational expense. We use the Material Point Method (MPM) to discretize the governing equations for its natural treatment of contact, topological change and history dependent constitutive relations. The Drucker-Prager model naturally represents the frictional relation between shear and normal stresses through a yield stress criterion. We develop a stress projection algorithm used for enforcing this condition with a non-associative flow rule that works naturally with both implicit and explicit time integration. We demonstrate the efficacy of our approach on examples undergoing large deformation, collisions and topological changes necessary for producing modern visual effects. Gergely Klár, Theodore F. Gast, Andre Pradhana Tampubolon, Chuyuan Fu, Craig A. Schroeder, Chenfanfu Jiang, Joseph Teran |
ACM Trans. Graph. | 6 |
| 2015 | The affine particle-in-cell methodabstractHybrid Lagrangian/Eulerian simulation is commonplace in computer graphics for fluids and other materials undergoing large deformation. In these methods, particles are used to resolve transport and topological change, while a background Eulerian grid is used for computing mechanical forces and collision responses. Particle-in-Cell (PIC) techniques, particularly the Fluid Implicit Particle (FLIP) variants have become the norm in computer graphics calculations. While these approaches have proven very powerful, they do suffer from some well known limitations. The original PIC is stable, but highly dissipative, while FLIP, designed to remove this dissipation, is more noisy and at times, unstable. We present a novel technique designed to retain the stability of the original PIC, without suffering from the noise and instability of FLIP. Our primary observation is that the dissipation in the original PIC results from a loss of information when transferring between grid and particle representations. We prevent this loss of information by augmenting each particle with a locally affine, rather than locally constant, description of the velocity. We show that this not only stably removes the dissipation of PIC, but that it also allows for exact conservation of angular momentum across the transfers between particles and grid. Chenfanfu Jiang, Craig A. Schroeder, Andrew Selle, Joseph Teran, Alexey Stomakhin |
ACM Trans. Graph. | 1 |
| 2015 | Optimization Integrator for Large Time StepsabstractPractical time steps in today's state-of-the-art simulators typically rely on Newton's method to solve large systems of nonlinear equations. In practice, this works well for small time steps but is unreliable at large time steps at or near the frame rate, particularly for difficult or stiff simulations. We show that recasting backward Euler as a minimization problem allows Newton's method to be stabilized by standard optimization techniques with some novel improvements of our own. The resulting solver is capable of solving even the toughest simulations at the [Formula: see text] frame rate and beyond. We show how simple collisions can be incorporated directly into the solver through constrained minimization without sacrificing efficiency. We also present novel penalty collision formulations for self collisions and collisions against scripted bodies designed for the unique demands of this solver. Finally, we show that these techniques improve the behavior of Material Point Method (MPM) simulations by recasting it as an optimization problem. Theodore F. Gast, Craig A. Schroeder, Alexey Stomakhin, Chenfanfu Jiang, Joseph Teran |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2014 | Augmented MPM for phase-change and varied materialsabstractIn this paper, we introduce a novel material point method for heat transport, melting and solidifying materials. This brings a wider range of material behaviors into reach of the already versatile material point method. This is in contrast to best-of-breed fluid, solid or rigid body solvers that are difficult to adapt to a wide range of materials. Extending the material point method requires several contributions. We introduce a dilational/deviatoric splitting of the constitutive model and show that an implicit treatment of the Eulerian evolution of the dilational part can be used to simulate arbitrarily incompressible materials. Furthermore, we show that this treatment reduces to a parabolic equation for moderate compressibility and an elliptic, Chorin-style projection at the incompressible limit. Since projections are naturally done on marker and cell (MAC) grids, we devise a staggered grid MPM method. Lastly, to generate varying material parameters, we adapt a heat-equation solver to a material point framework. Alexey Stomakhin, Craig A. Schroeder, Chenfanfu Jiang, Lawrence Chai, Joseph Teran, Andrew Selle |
ACM Trans. Graph. | 3 |