Multi-level Quadrature for Projective Dynamics

Projective dynamics (PD) is a popular framework for efficient physical simulation. However, its factorization-based global solve maps poorly to GPU parallelization, while iterative alternatives often fail to converge effectively for stiff or high-resolution models. This paper reformulates the PD global solve by observing that its primary computational bottleneck lies in vector dot products, which can be reinterpreted as discrete integrations over the deformable body. The resulting integrand exhibits a Yukawa-like kernel structure that peaks sharply at each mesh node and decays exponentially with distance. Exploiting this prior, we partition the domain into near, middle, and far fields around each node, and design a quadrature rule for each that matches the local behavior of the integrand: an anisotropic Gaussian fit with a closed-form integral in the near field, a low-order Gauss-Legendre rule for the smoothed residual in the middle field, and a weighted k-means++ clustering with centroid-based quadrature in the irregular far field. This integration perspective reveals an effective sparsity pattern that enables both excellent parallelism and rapid convergence. Our algorithm also serves as a strong preconditioner for collision-involved PD systems and delivers significant speedup over existing PD solvers across a range of deformable scenarios.

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Publication Details

Journal
ACM Transactions on Graphics
Published
2026-11-09
DOI
https://doi.org/10.1145/3842501
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
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article

Multi-level Quadrature for Projective Dynamics

Zixuan Lu, Yuqi Meng, Yin Yang, Chenfanfu Jiang et al.
ACM Transactions on Graphics
Computer Graphics and Visualization Techniques
article

Multi-level Quadrature for Projective Dynamics

Zixuan Lu, Yuqi Meng, Yin Yang, Chenfanfu Jiang, Zhiyong He, Kui Wu, Huamin Wang, Weiwei Xu, Lei Lan, Dewen Guo
article en

Abstract

Projective dynamics (PD) is a popular framework for efficient physical simulation. However, its factorization-based global solve maps poorly to GPU parallelization, while iterative alternatives often fail to converge effectively for stiff or high-resolution models. This paper reformulates the PD global solve by observing that its primary computational bottleneck lies in vector dot products, which can be reinterpreted as discrete integrations over the deformable body. The resulting integrand exhibits a Yukawa-like kernel structure that peaks sharply at each mesh node and decays exponentially with distance. Exploiting this prior, we partition the domain into near, middle, and far fields around each node, and design a quadrature rule for each that matches the local behavior of the integrand: an anisotropic Gaussian fit with a closed-form integral in the near field, a low-order Gauss-Legendre rule for the smoothed residual in the middle field, and a weighted k-means++ clustering with centroid-based quadrature in the irregular far field. This integration perspective reveals an effective sparsity pattern that enables both excellent parallelism and rapid convergence. Our algorithm also serves as a strong preconditioner for collision-involved PD systems and delivers significant speedup over existing PD solvers across a range of deformable scenarios.

ACM Transactions on GraphicsVol. 45(6)
University of California, Los Angeles (US), University of Utah (US), Zhejiang University (CN)
Computer Graphics and Visualization Techniques
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