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MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction MILo:网格在环高斯溅射详细和有效的表面重建
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763339
Antoine Guédon, Diego Gomez, Nissim Maruani, Bingchen Gong, George Drettakis, Maks Ovsjanikov
While recent advances in Gaussian Splatting have enabled fast reconstruction of high-quality 3D scenes from images, extracting accurate surface meshes remains a challenge. Current approaches extract the surface through costly post-processing steps, resulting in the loss of fine geometric details or requiring significant time and leading to very dense meshes with millions of vertices. More fundamentally, the a posteriori conversion from a volumetric to a surface representation limits the ability of the final mesh to preserve all geometric structures captured during training. We present MILo, a novel Gaussian Splatting framework that bridges the gap between volumetric and surface representations by differentiably extracting a mesh from the 3D Gaussians. We design a fully differentiable procedure that constructs the mesh—including both vertex locations and connectivity—at every iteration directly from the parameters of the Gaussians, which are the only quantities optimized during training. Our method introduces three key technical contributions: (1) a bidirectional consistency framework ensuring both representations—Gaussians and the extracted mesh—capture the same underlying geometry during training; (2) an adaptive mesh extraction process performed at each training iteration, which uses Gaussians as differentiable pivots for Delaunay triangulation; (3) a novel method for computing signed distance values from the 3D Gaussians that enables precise surface extraction while avoiding geometric erosion. Our approach can reconstruct complete scenes, including backgrounds, with state-of-the-art quality while requiring an order of magnitude fewer mesh vertices than previous methods. Due to their light weight and empty interior, our meshes are well suited for downstream applications such as physics simulations and animation. The code for our approach and an online gallery are available at https://anttwo.github.io/milo/.
虽然高斯飞溅技术的最新进展已经能够从图像中快速重建高质量的3D场景,但提取准确的表面网格仍然是一个挑战。目前的方法通过昂贵的后处理步骤提取表面,导致丢失精细的几何细节或需要大量时间,并导致具有数百万个顶点的非常密集的网格。更根本的是,从体积表示到表面表示的后验转换限制了最终网格保留训练期间捕获的所有几何结构的能力。我们提出了一种新的高斯飞溅框架MILo,它通过从三维高斯图像中可微分地提取网格,弥合了体积和表面表示之间的差距。我们设计了一个完全可微的过程,在每次迭代中直接从高斯参数构建网格,包括顶点位置和连通性,这是训练期间唯一优化的量。我们的方法引入了三个关键的技术贡献:(1)一个双向一致性框架,确保两个表示-高斯和提取的网格-在训练期间捕获相同的底层几何;(2)在每次训练迭代中进行自适应网格提取过程,该过程使用高斯函数作为Delaunay三角剖分的可微点;(3)从三维高斯分布计算符号距离值的新方法,在避免几何侵蚀的同时实现精确的表面提取。我们的方法可以重建完整的场景,包括背景,具有最先进的质量,同时需要比以前的方法少一个数量级的网格顶点。由于它们的重量轻,内部空,我们的网格非常适合下游应用,如物理模拟和动画。我们的方法和在线画廊的代码可在https://anttwo.github.io/milo/上获得。
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引用次数: 0
Imaginarium: Vision-guided High-Quality 3D Scene Layout Generation Imaginarium:视觉引导的高质量3D场景布局生成
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763353
Xiaoming Zhu, Xu Huang, Qinghongbing Xie, Zhi Deng, Junsheng Yu, Yirui Guan, Zhongyuan Liu, Lin Zhu, Qijun Zhao, Ligang Liu, Long Zeng
Generating artistic and coherent 3D scene layouts is crucial in digital content creation. Traditional optimization-based methods are often constrained by cumbersome manual rules, while deep generative models face challenges in producing content with richness and diversity. Furthermore, approaches that utilize large language models frequently lack robustness and fail to accurately capture complex spatial relationships. To address these challenges, this paper presents a novel vision-guided 3D layout generation system. We first construct a high-quality asset library containing 2,037 scene assets and 147 3D scene layouts. Subsequently, we employ an image generation model to expand prompt representations into images, fine-tuning it to align with our asset library. We then develop a robust image parsing module to recover the 3D layout of scenes based on visual semantics and geometric information. Finally, we optimize the scene layout using scene graphs and overall visual semantics to ensure logical coherence and alignment with the images. Extensive user testing demonstrates that our algorithm significantly outperforms existing methods in terms of layout richness and quality. The code and dataset will be available at https://github.com/HiHiAllen/Imaginarium.
生成艺术和连贯的3D场景布局在数字内容创作中至关重要。传统的基于优化的方法往往受到繁琐的人工规则的约束,而深度生成模型在生成丰富多样的内容方面面临挑战。此外,利用大型语言模型的方法往往缺乏鲁棒性,无法准确捕获复杂的空间关系。为了解决这些问题,本文提出了一种新的视觉引导三维布局生成系统。我们首先构建一个包含2037个场景资产和147个3D场景布局的高质量资源库。随后,我们使用图像生成模型将提示表示扩展到图像中,并对其进行微调以与我们的资源库保持一致。然后,我们开发了一个鲁棒的图像解析模块,以恢复基于视觉语义和几何信息的场景三维布局。最后,我们使用场景图和整体视觉语义来优化场景布局,以确保与图像的逻辑一致性和对齐。大量的用户测试表明,我们的算法在布局丰富度和质量方面明显优于现有的方法。代码和数据集可在https://github.com/HiHiAllen/Imaginarium上获得。
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引用次数: 0
MiGumi: Making Tightly Coupled Integral Joints Millable miumi:使紧密耦合的整体关节可铣削
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763304
Aditya Ganeshan, Kurt Fleischer, Wenzel Jakob, Ariel Shamir, Daniel Ritchie, Takeo Igarashi, Maria Larsson
Traditional integral wood joints, despite their strength, durability, and elegance, remain rare in modern workflows due to the cost and difficulty of manual fabrication. CNC milling offers a scalable alternative, but directly milling traditional joints often fails to produce functional results because milling induces geometric deviations—such as rounded inner corners—that alter the target geometries of the parts. Since joints rely on tightly fitting surfaces, such deviations introduce gaps or overlaps that undermine fit or block assembly. We propose to overcome this problem by (1) designing a language that represent millable geometry, and (2) co-optimizing part geometries to restore coupling. We introduce Millable Extrusion Geometry (MXG), a language for representing geometry as the outcome of milling operations performed with flat-end drill bits. MXG represents each operation as a subtractive extrusion volume defined by a tool direction and drill radius. This parameterization enables the modeling of artifact-free geometry under an idealized zero-radius drill bit, matching traditional joint designs. Increasing the radius then reveals milling-induced deviations, which compromise the integrity of the joint. To restore coupling, we formalize tight coupling in terms of both surface proximity and proximity constraints on the mill-bit paths associated with mating surfaces. We then derive two tractable, differentiable losses that enable efficient optimization of joint geometry. We evaluate our method on 30 traditional joint designs, demonstrating that it produces CNC-compatible, tightly fitting joints that approximates the original geometry. By reinterpreting traditional joints for CNC workflows, we continue the evolution of this heritage craft and help ensure its relevance in future making practices.
传统的整体木接头,尽管它们的强度,耐用性和优雅,在现代工作流程中仍然很少见,因为手工制造的成本和难度。数控铣削提供了一种可扩展的替代方案,但直接铣削传统关节通常无法产生功能结果,因为铣削会引起几何偏差,例如圆角内角,从而改变零件的目标几何形状。由于接头依赖于紧密配合的表面,这种偏差会导致间隙或重叠,从而破坏配合或块装配。为了克服这个问题,我们建议(1)设计一种表示可切割几何的语言,(2)共同优化零件几何以恢复耦合。我们介绍了Millable Extrusion Geometry (MXG),这是一种表示平面钻头铣削操作结果的几何语言。MXG将每次操作表示为由工具方向和钻孔半径定义的减挤压体积。这种参数化可以在理想的零半径钻头下实现无工件几何形状的建模,与传统的接头设计相匹配。然后,增加半径会暴露铣削引起的偏差,从而损害关节的完整性。为了恢复耦合,我们根据与配合面相关的钻头路径的表面接近性和接近性约束将紧密耦合形式化。然后,我们推导了两个可处理的,可微分的损失,使有效的优化关节几何。我们在30个传统关节设计上评估了我们的方法,证明它产生了与cnc兼容的紧密配合的关节,接近原始几何形状。通过重新诠释CNC工作流程的传统关节,我们继续发展这一传统工艺,并帮助确保其在未来的制作实践中的相关性。
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引用次数: 0
INF-3DP: Implicit Neural Fields for Collision-Free Multi-Axis 3D Printing INF-3DP:用于无碰撞多轴3D打印的隐式神经场
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763354
Jiasheng Qu, Zhuo Huang, Dezhao Guo, Hailin Sun, Aoran Lyu, Chengkai Dai, Yeung Yam, Guoxin Fang
We introduce a general, scalable computational framework for multi-axis 3D printing based on implicit neural fields (INFs) that unifies all stages of tool-path generation and global collision-free motion planning. In our pipeline, input models are represented as signed distance fields, with fabrication objectives—such as support-free printing, surface finish quality, and extrusion control—directly encoded in the optimization of an implicit guidance field. This unified approach enables toolpath optimization across both surface and interior domains, allowing shell and infill paths to be generated via implicit field interpolation. The printing sequence and multi-axis motion are then jointly optimized over a continuous quaternion field. Our continuous formulation constructs the evolving printing object as a time-varying SDF, supporting differentiable global collision handling throughout INF-based motion planning. Compared to explicit-representation-based methods, INF-3DP achieves up to two orders of magnitude speedup and significantly reduces waypoint-to-surface error. We validate our framework on diverse, complex models and demonstrate its efficiency with physical fabrication experiments using a robot-assisted multi-axis system.
我们介绍了一种通用的、可扩展的多轴3D打印计算框架,该框架基于隐式神经场(inf),将刀具路径生成和全局无碰撞运动规划的所有阶段统一起来。在我们的流水线中,输入模型被表示为带符号的距离字段,制造目标(如无支撑打印、表面光洁度质量和挤出控制)直接编码在隐式指导字段的优化中。这种统一的方法可以实现跨表面和内部域的刀具路径优化,允许通过隐式场插值生成外壳和填充路径。然后在连续四元数场上联合优化打印顺序和多轴运动。我们的连续公式将不断变化的打印对象构建为时变的SDF,在基于inf的运动规划中支持可微分的全局碰撞处理。与基于显式表示的方法相比,INF-3DP实现了高达两个数量级的加速,并显着减少了航路点到地面的误差。我们在各种复杂的模型上验证了我们的框架,并通过机器人辅助多轴系统的物理制造实验证明了它的效率。
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引用次数: 0
Closed-Form Construction of Voronoi Diagrams with Star-Shaped Metrics 具有星形度量的Voronoi图的闭型构造
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763296
Haoyang Zhou, Logan Numerow, Stelian Coros, Bernhard Thomaszewski
Cellular patterns, from planar ornaments to architectural surfaces and mechanical metamaterials, blend aesthetics with functionality. Homogeneous patterns like isohedral tilings offer simplicity and symmetry but lack flexibility, particularly for heterogeneous designs. They cannot smoothly interpolate between tilings or adapt to double-curved surfaces without distortion. Voronoi diagrams provide a more adaptable patterning solution. They can be generalized to star-shaped metrics, enabling diverse cell shapes and continuous grading by interpolating metric parameters. Martínez et al. [2019] explored this idea in 2D using a rasterization-based algorithm to create compelling patterns. However, this discrete approach precludes gradient-based optimization, limiting control over pattern quality. We introduce a novel, closed-form, fully differentiable formulation for Voronoi diagrams with piecewise linear star-shaped metrics, enabling optimization of site positions and metric parameters to meet aesthetic and functional goals. It naturally extends to arbitrary dimensions, including curved 3D surfaces. For improved on-surface patterning, we propose a per-sector parameterization of star-shaped metrics, ensuring uniform cell shapes in non-regular neighborhoods. We demonstrate our approach by generating diverse patterns, from homogeneous to continuously graded designs, with applications in decorative surfaces and metamaterials.
细胞图案,从平面装饰到建筑表面和机械超材料,融合了美学和功能。像等面体瓷砖这样的同质图案提供了简单和对称,但缺乏灵活性,特别是对于异构设计。它们不能在平铺之间平滑地插值,也不能在不失真的情况下适应双曲面。Voronoi图提供了适应性更强的模式解决方案。它们可以推广到星形度量,通过插值度量参数实现不同的单元形状和连续分级。Martínez等人[2019]使用基于光栅化的算法在2D中探索了这一想法,以创建引人注目的模式。然而,这种离散方法排除了基于梯度的优化,限制了对模式质量的控制。我们为Voronoi图引入了一种新颖的、封闭的、完全可微的公式,该公式具有分段线性星形度量,能够优化站点位置和度量参数,以满足美学和功能目标。它自然地扩展到任意维度,包括弯曲的3D表面。为了改进表面图案,我们提出了星形度量的每个扇区参数化,以确保不规则社区中的均匀细胞形状。我们通过生成不同的图案来展示我们的方法,从均匀到连续渐变设计,应用于装饰表面和超材料。
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引用次数: 0
Underwater Optical Backscatter Communication using Acousto-Optic Beam Steering 声光光束导向的水下光后向散射通信
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763289
Atul Rohit Agarwal, Dhawal Sirikonda, Atharv Agashe, Ziang Ren, Dinithi Silva-Sassaman, Charles Carver, Alberto Quattrini Li, Xia Zhou, Adithya Pediredla
We present a high-speed underwater optical backscatter communication technique based on acousto-optic light steering. Our approach enables underwater assets to transmit data at rates potentially reaching hundreds of Mbps, vastly outperforming current state-of-the-art optical and underwater backscatter systems, which typically operate at only a few kbps. In our system, a base station illuminates the backscatter device with a pulsed laser and captures the retroreflected signal using an ultrafast photodetector. The backscatter device comprises a retroreflector and a 2 MHz ultrasound transducer. The transducer generates pressure waves that dynamically modulate the refractive index of the surrounding medium, steering the light either toward the photodetector (encoding bit 1) or away from it (encoding bit 0). Using a 3-bit redundancy scheme, our prototype achieves a communication rate of approximately 0.66 Mbps with an energy consumption of ≤ 1 μJ/bit, representing a 60× improvement over prior techniques. We validate its performance through extensive laboratory experiments in which remote underwater assets wirelessly transmit multimedia data to the base station under various environmental conditions.
提出了一种基于声光导向的高速水下光后向散射通信技术。我们的方法使水下资产能够以可能达到数百Mbps的速率传输数据,大大优于当前最先进的光学和水下反向散射系统,后者通常仅运行几kbps。在我们的系统中,一个基站用脉冲激光照亮后向散射装置,并使用超快光电探测器捕获反向反射信号。后向散射装置包括后向反射器和2 MHz超声换能器。换能器产生的压力波动态地调节周围介质的折射率,将光导向光电探测器(编码位1)或远离光电探测器(编码位0)。使用3位冗余方案,我们的原型实现了约0.66 Mbps的通信速率,能耗≤1 μJ/bit,比以前的技术提高了60倍。我们通过广泛的实验室实验验证了其性能,在实验中,远程水下资产在各种环境条件下无线传输多媒体数据到基站。
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引用次数: 0
Simplifying Textured Triangle Meshes in the Wild 简化野外纹理三角形网格
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763277
Hsueh-Ti Derek Liu, Xiaoting Zhang, Cem Yuksel
This paper introduces a method for simplifying textured surface triangle meshes in the wild while maintaining high visual quality. While previous methods achieve excellent results on manifold meshes by using the quadric error metric, they struggle to produce high-quality outputs for meshes in the wild, which typically contain non-manifold elements and multiple connected components. In this work, we propose a method for simplifying these "wild" textured triangle meshes. We formulate mesh simplification as a problem of decimating simplicial 2-complexes to handle multiple non-manifold mesh components collectively. Building on the success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs). Our approach employs a modified quadric error that converges to the original quadric error metric for watertight manifold meshes, while significantly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we adopt a novel perspective which focuses on computing mesh correspondences throughout the decimation, independent of the UV layout. This combination yields a textured mesh simplification system that is capable of handling arbitrary triangle meshes, achieving to high-quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common problems in textured mesh simplification, including the prevalent problem of texture bleeding. We extensively evaluate our method on multiple datasets, showing improvements over prior techniques through qualitative, quantitative, and user study evaluations.
本文介绍了一种在保持高视觉质量的前提下,简化表面纹理三角形网格的方法。虽然以前的方法通过使用二次误差度量在流形网格上取得了很好的结果,但它们很难在通常包含非流形元素和多个连接组件的野外网格上产生高质量的输出。在这项工作中,我们提出了一种简化这些“野生”纹理三角形网格的方法。我们将网格简化描述为抽取简单的2-复合体来处理多个非流形网格组件的问题。在二次误差简化成功的基础上,我们迭代地折叠1-简单体(顶点对)。我们的方法采用了一种改进的二次误差,它收敛于水密流形网格的原始二次误差度量,同时显著改善了野生网格的结果。对于纹理,我们采用了一种新的视角,而不是遵循现有的策略来保存UV,该视角专注于计算整个抽取过程中的网格对应关系,独立于UV布局。这种组合产生了一个纹理网格简化系统,能够处理任意三角形网格,在不牺牲干净输入的优秀性能的情况下,在野生输入上获得高质量的结果。我们的方法保证避免了纹理网格简化中常见的问题,包括普遍存在的纹理出血问题。我们在多个数据集上广泛评估了我们的方法,通过定性、定量和用户研究评估显示了比先前技术的改进。
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引用次数: 0
G 2 Interpolating Spline with Local Maximum Curvature 具有局部最大曲率的g2插值样条
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763316
Bowen Jiang, Renjie Chen
We introduce a novel class of G 2 continuous splines constructed using an innovative blending method, which guarantees precise interpolation of given control points. These splines are designed to achieve local curvature maxima specifically at these control points and possess compact local support, thereby eliminating the need for global optimization processes. The formulation ensures the splines are free from cusps and self-intersections and, notably, prevents adjacent segments from intersecting—a significant improvement over prior blending-based curve techniques. This framework utilizes quadratic Bézier splines in conjunction with quartic Bézier blending functions. A constructive algorithm is presented that generates these curvature-controlled curves without relying on global optimization. Through parametric adjustments of curvatures, the curve's geometry near control points can be tuned to create features ranging from smooth to sharp, thus broadening the design possibilities. Rigorous mathematical proofs and visual demonstrations validate all claimed properties of the framework.
我们引入了一种新型的g2连续样条,它使用一种创新的混合方法构造,保证了给定控制点的精确插值。这些样条被设计为在这些控制点上实现局部曲率最大值,并具有紧凑的局部支持,从而消除了对全局优化过程的需要。该公式确保样条曲线没有顶点和自交,值得注意的是,它可以防止相邻的部分相交,这是对先前基于混合的曲线技术的重大改进。该框架利用二次bsamzier样条结合四次bsamzier混合函数。提出了一种不依赖全局优化的构造算法来生成这些曲率控制曲线。通过曲率的参数调整,曲线的几何形状附近的控制点可以调整,以创建从平滑到尖锐的特征,从而扩大了设计的可能性。严格的数学证明和可视化演示验证了框架的所有属性。
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引用次数: 0
Snapping Deployable Toroids for Modular Gridshells 为模块化网格壳捕获可展开的环面
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763808
Felix Dellinger, Martin Kilian, Munkyun Lee, Christian Müller, Georg Nawratil, Tomohiro Tachi, Kiumars Sharifmoghaddam
We introduce a novel class of polyhedral tori (PQ-toroids) that snap between two stable configurations - a flat state and a deployed one separated by an energy barrier. Being able to create PQ-toroids from any set of given planar bottom and side faces opens the possibility to assemble the bistable blocks into a thick freeform curved shell structure to follow a planar quadrilateral (PQ) net with coplanar adjacent offset directions. A design pipeline is developed and presented for inversely computing PQ-toroid modules using conjugate net decompositions of a given surface. We analyze the snapping behavior and energy barriers through simulation and build physical prototypes to validate the feasibility of the proposed system. This work expands the geometric design space of multistable origami for lightweight modular structures and offers practical applications in architectural and deployable systems.
我们引入了一类新的多面体环面(pq -环面),它在两种稳定的构型之间旋转——一种是平面态,另一种是被能量势垒隔开的展开态。能够从任何给定的平面底部和侧面创建PQ-环面,打开了将双稳态块组装成厚自由曲面壳结构的可能性,以遵循具有共面相邻偏移方向的平面四边形(PQ)网。提出了一种利用给定曲面的共轭网分解反计算pq -环面模的设计流程。我们通过仿真分析了该系统的断裂行为和能量障碍,并建立了物理原型来验证该系统的可行性。这项工作为轻型模块化结构扩展了多稳态折纸的几何设计空间,并在建筑和可部署系统中提供了实际应用。
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引用次数: 0
Numerical Homogenization of Sand from Grain-level Simulations 基于颗粒级模拟的砂土数值均匀化
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763344
Yi-Lu Chen, Mickaël Ly, Chris Wojtan
The realistic simulation of sand, soil, powders, rubble piles, and large collections of rigid bodies is a common and important problem in the fields of computer graphics, computational physics, and engineering. Direct simulation of these individual bodies quickly becomes expensive, so we often approximate the entire group as a continuum material that can be more easily computed using tools for solving partial differential equations, like the material point method (MPM). In this paper, we present a method for automatically extracting continuum material properties from a collection of rigid bodies. We use numerical homogenization with periodic boundary conditions to simulate an effectively infinite number of rigid bodies in contact. We then record the effective stress-strain relationships from these simulations and convert them into elastic properties and yield criteria for the continuum simulations. Our experiments validate existing theoretical models like the Mohr-Coulomb yield surface by extracting material behaviors from a collection of spheres in contact. We further generalize these existing models to more exotic materials derived from diverse and non-convex shapes. We observe complicated jamming behaviors from non-convex grains, and we introduce a new material model for materials with extremely high levels of internal friction and cohesion. We simulate these new continuum models using MPM with an improved return mapping technique. The end result is a complete system for turning an input rigid body simulation into an efficient continuum simulation with the same effective mechanical properties.
在计算机图形学、计算物理和工程领域,对砂、土、粉末、碎石桩和大量刚体的逼真模拟是一个常见而重要的问题。对这些单个体的直接模拟很快变得昂贵,因此我们通常将整个群体近似为连续体材料,使用求解偏微分方程的工具(如物质点法(MPM))可以更容易地计算。本文提出了一种从刚体集合中自动提取连续介质材料特性的方法。我们采用具有周期边界条件的数值均匀化方法来模拟无限数量的接触刚体。然后,我们从这些模拟中记录有效的应力-应变关系,并将其转换为连续体模拟的弹性特性和屈服准则。我们的实验通过从接触的球体集合中提取材料行为来验证现有的理论模型,如莫尔-库仑屈服面。我们进一步将这些现有的模型推广到更多来自不同和非凸形状的奇异材料。我们观察到非凸颗粒的复杂干扰行为,并为具有极高内摩擦和粘聚水平的材料引入了一种新的材料模型。我们使用MPM和改进的回归映射技术来模拟这些新的连续体模型。最终的结果是一个完整的系统,将输入刚体模拟转化为具有相同有效力学性能的有效连续体模拟。
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引用次数: 0
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ACM Transactions on Graphics
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