Step-and-project is a popular way to simulate non-penetrated deformable bodies in physically-based animation. First integrating the system in time regardless of contacts and post resolving potential intersections practically strike a good balance between plausibility and efficiency. However, existing methods could be defective and unsafe when the time step is large, taking risks of failures or demands of repetitive collision testing and resolving that severely degrade performance. In this paper, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches the optimization at both ends of the intermediate time-integrated state and the previous intersection-free state, progressively generating a piecewise-linear path and finally reaching a feasible solution for the next time step. Technically, our method interleaves between a forward step and a backward step at a low cost, until the result is conditionally converged. Due to a set of unified volume-based contact constraints, our method can flexibly and reliably handle a variety of codimensional deformable bodies, including volumetric bodies, cloth, hair and sand. The experiments show that our method is safe, robust, physically faithful and numerically efficient, especially suitable for large deformations or large time steps.
翻译:在物理动画中模拟非穿透式变形体的步进和项目是一种流行的方法。 首先,在时间上将系统整合,而不论接触和解决后发现潜在的交叉点,实际上在合理性和效率之间取得了良好的平衡。然而,当时间步骤大时,现有方法可能存在缺陷和不安全,有可能发生故障或要求重复碰撞测试,从而严重降低性能。在本文件中,我们提出了一套新的双向方法,用于快速和可靠的连续碰撞处理。我们的方法在中间时间融合状态和先前的交叉无交界状态的两端启动优化,逐渐形成一条小线路径并最终为下一个时间步骤找到可行的解决办法。技术上,我们的方法在前进一步和后退一步之间以低成本间隔,直到结果有条件地趋同。由于一系列统一的量接触限制,我们的方法可以灵活和可靠地处理各种可共度变形体形体,包括体积、布料、毛和沙。实验表明,我们的方法是安全的、稳健的、实际的和数字上高效的,特别是适合大型变形或大时段。