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[SIGGRAPH 2019] CD-MPM: Continuum Damage Material Point Methods for Dynamic Fracture Animation 

Joshuah Wolper
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CD-MPM augments MPM by introducing continuum damage approaches to dynamic fracture animation to achieve a breadth of material fracture effects with high visual fidelity and natural dynamics.
Abstract: We 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 speed-up 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.
See our additional supplemental video here: • CD-MPM Additional 2D E...
Project Page: joshuahwolper.com/cdmpm
Source Code: github.com/squarefk/ziran2019

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2 май 2019

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Комментарии : 52   
@zwischendurundmoll3968
@zwischendurundmoll3968 Год назад
The candy crab looked soooooo realistic that's mind boggling
@caaiiro
@caaiiro 4 года назад
this is some amazing technology that i can't wait to see applied everywhere
@MauMeMusic
@MauMeMusic 4 года назад
You guys arent good, you guys are the best!!! You guys are litterely hard working gods of futuristic simulations.
@user-nx2vw3du3o
@user-nx2vw3du3o 4 года назад
Dude! This stuff is off the charts! The magnitude of this discovery is beyond words! Graphics had appeared to reach their pinnacle, and then you had to go and do something like this :P Seriously though, I can see this happening someday in games and simulations. It may unfold in the manner of real time ray tracing today (hopefully even better!) We shall see! My fellow commentators, please spread the word!
@christhatsitmate9634
@christhatsitmate9634 4 года назад
imagine this coming to vr within like 5 - 15 years lol
@jackboot6344
@jackboot6344 4 года назад
Excellent demonstration. Thank you for the video. Amazing stuff.
@douglasteixeiradeabreu
@douglasteixeiradeabreu 4 года назад
Encantador. Vocês precisam de nossas energias, e eu as envio. Sejam fortes para descobrirem ainda mais, essa é uma conquista para toda a humanidade. Sinto orgulho disso, vocês representam o que nós devemos ser. Deus é GRANDE!
@BazilDay
@BazilDay 4 года назад
Top-notch physics engine.
@sanderyolobuzeta4917
@sanderyolobuzeta4917 4 года назад
Stunning :O
@l.mansouri2902
@l.mansouri2902 3 года назад
Great work !
@djdelta777
@djdelta777 4 года назад
No T-REXes, octocats or Armidellos were harmed in the making of this video ..
@faust3530
@faust3530 4 года назад
Roughly how long does a demo like this take to get to any kind of commercial use?
@fisshbone
@fisshbone 4 года назад
4:40 Makes me wanna play a game where I'm doing demolition and this is what the fiberglass insulation would look like as I rip it out of the wall
@FooPiew
@FooPiew 4 года назад
I wonder what are the recommended softwares among MPM community used to render these amazing realistic 3d animation? Houdini, Maya, Blender or others?
@sacrofresco633
@sacrofresco633 2 года назад
looks amazing. Is it possible to combine multiple materials with different properties? For example the head of the dino has a different material properties then the rest.
@itsreapergirl
@itsreapergirl 3 года назад
This still hasn’t been really applied to games, but i personally would like to learn more about this so i can start working on a prototype game that could possibly apply this
@bazilday3960
@bazilday3960 4 года назад
Who all are here from Bluedrake42?.
@JohnKerrashVirgo
@JohnKerrashVirgo 4 года назад
Yes but only because I could not stand his voice :P
@erichopp244
@erichopp244 4 года назад
Bazil Day me
@ChrisD__
@ChrisD__ 4 года назад
Yeah, I wanted know if it was realtime of not. Edit: i7-8700K, 634.5 sec/frame. If this can be GPU accelerated or optimized further (octree instead of particles?) This might completely in the range for hobbyist 3D animators (yay me!), but not for games.
@bovineox1111
@bovineox1111 4 года назад
@@ChrisD__ probably it can be, which would take it from ~10 minutes to maybe 1 minute or less at a blind guess, but games? Not in 6 years as was suggested
@bovineox1111
@bovineox1111 4 года назад
1.67 Million particles = not a lot of particles
@davidmettille9200
@davidmettille9200 4 года назад
This would rock in unreal engine, working on vaporware for a game using this tech.
@bazilday3960
@bazilday3960 4 года назад
Hoping to see this kind of physics in future games.
@EnDSchultz1
@EnDSchultz1 4 года назад
Never. Did you see how long it takes to simulate each frame?
@bazilday3960
@bazilday3960 4 года назад
@@EnDSchultz1 700 seconds to 48 hours to 3 days.
@bazilday3960
@bazilday3960 4 года назад
@@EnDSchultz1 We will definitely see this kind of physics in future games maybe not this year or the next year but within 5 - 10 years from now we will.
@user-nx2vw3du3o
@user-nx2vw3du3o 4 года назад
@@EnDSchultz1 Never say never! :)
@robbantor
@robbantor 4 года назад
@@yoopoopoo9 But you think all hardware about this! Software may turn this around to render easier aswell!
@shrimpfry880
@shrimpfry880 4 года назад
Mortal Kombat 12 will be amazing
@zwischendurundmoll3968
@zwischendurundmoll3968 Год назад
Can this take air resistance into account? Or In other words would a feather falls at the right speed compared to let's say a hammer
@antbauer1210
@antbauer1210 4 года назад
4:11
@habag1112
@habag1112 4 года назад
Can I use this right now?
@bazilday3960
@bazilday3960 4 года назад
Why do you want to make your GPU cry?.
@Yggdrasilkuru
@Yggdrasilkuru 4 года назад
If you have 100 Gtx 2080s
@TheForgedReality
@TheForgedReality 4 года назад
Did you see that one that was like 637 seconds per frame?! Enjoy rendering that for a year. :D
@ChrisD__
@ChrisD__ 4 года назад
Yeah, if you write your own implementation probably
@pladselsker8340
@pladselsker8340 4 года назад
You can try to develop some sort of advanced gpu that focuses solely on voxel processing... The average computer certainly won't compute that in realtime, so you gotta invent some sort of genius tech, man. Maybe you'll be the next Elon Musk of computers, who knows. Good luck on your adventures
@zwischendurundmoll3968
@zwischendurundmoll3968 Год назад
4:08 sus
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