A Multi‐layer Solver for XPBD

Abstract We present a novel multi‐layer method for extended position‐based dynamics that exploits a sequence of reduced models consisting of rigid and elastic parts to speed up convergence. Taking inspiration from concepts like adaptive rigidification and long‐range constraints, we automatically generate different rigid bodies at each layer based on the current strain rate. During the solve, the rigid bodies provide coupling between progressively less distant vertices during layer iterations, and therefore the fully elastic iterations at the final layer start from a lower residual error. Our layered approach likewise helps with the treatment of contact, where the mixed solves of both rigid and elastic in the layers permit fast propagation of impacts. We show several experiments that guide the selection of parameters of the solver, including the number of layers, the iterations per layers, as well as the choice of rigid patterns. Overall, our results show lower compute times for achieving a desired residual reduction across a variety of simulation models and scenarios.

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Publication Details

Journal
Computer Graphics Forum
Published
2024-10-17
DOI
https://doi.org/10.1111/cgf.15186
Citations
2
Primary Topic
Computational Geometry and Mesh Generation
Type
article
Field-Weighted Citation Impact
1.26

Funders

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article

A Multi‐layer Solver for XPBD

Alexandre Mercier-Aubin, Paul G. Kry
2 citations
Computer Graphics Forum
Computational Geometry and Mesh Generation
1.26
article

A Multi‐layer Solver for XPBD

Alexandre Mercier-Aubin, Paul G. Kry
article en
2 citations

Abstract

Abstract We present a novel multi‐layer method for extended position‐based dynamics that exploits a sequence of reduced models consisting of rigid and elastic parts to speed up convergence. Taking inspiration from concepts like adaptive rigidification and long‐range constraints, we automatically generate different rigid bodies at each layer based on the current strain rate. During the solve, the rigid bodies provide coupling between progressively less distant vertices during layer iterations, and therefore the fully elastic iterations at the final layer start from a lower residual error. Our layered approach likewise helps with the treatment of contact, where the mixed solves of both rigid and elastic in the layers permit fast propagation of impacts. We show several experiments that guide the selection of parameters of the solver, including the number of layers, the iterations per layers, as well as the choice of rigid patterns. Overall, our results show lower compute times for achieving a desired residual reduction across a variety of simulation models and scenarios.

Computer Graphics ForumVol. 43(8)
McGill University (CA)
Natural Sciences and Engineering Research Council of Canada, Fonds de recherche du Québec – Nature et technologies
Openalex Percentile: Top 12%
Computational Geometry and Mesh Generation
1.26
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