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SIGGRAPH: G: Improved Projective Dynamics Global Using Snapshots-based Reduced Bases

Shaimaa Monem, Peter Benner, Christian Lessig

TL;DR

This work tackles real-time simulation of deformable objects by addressing the insufficiency of rest-state–based reduction subspaces to capture large deformations and rotations. It introduces a snapshots-based approach to build rotation-inclusive reduced bases, combining mass-weighted localized PCA and SPLOCS within the projective dynamics framework, and avoiding pre-alignment of rotations. The key contributions are a practical pipeline for constructing $U$ from time-varying snapshots, improved numerical stability and computational efficiency, and demonstrated realism gains over state-of-the-art methods such as linear blend skinning subspaces. This approach enables faster, more physically faithful interactive simulations in graphics applications, with implementations available on GitHub for real-time use and further exploration.

Abstract

We propose a snapshots-based method to compute reduction subspaces for physics-based simulations. Our method is applicable to any mesh with some artistic prior knowledge of the solution and only requires a record of existing solutions during, for instance, the range-of-motion test that is required before approving a mesh character for an application. Our subspaces span a wider range of motion, especially large deformations, and rotations by default. Compared to the state-of-the-art, we achieve improved numerical stability, computational efficiency, and more realistic simulations with a smaller sub-space.

SIGGRAPH: G: Improved Projective Dynamics Global Using Snapshots-based Reduced Bases

TL;DR

This work tackles real-time simulation of deformable objects by addressing the insufficiency of rest-state–based reduction subspaces to capture large deformations and rotations. It introduces a snapshots-based approach to build rotation-inclusive reduced bases, combining mass-weighted localized PCA and SPLOCS within the projective dynamics framework, and avoiding pre-alignment of rotations. The key contributions are a practical pipeline for constructing from time-varying snapshots, improved numerical stability and computational efficiency, and demonstrated realism gains over state-of-the-art methods such as linear blend skinning subspaces. This approach enables faster, more physically faithful interactive simulations in graphics applications, with implementations available on GitHub for real-time use and further exploration.

Abstract

We propose a snapshots-based method to compute reduction subspaces for physics-based simulations. Our method is applicable to any mesh with some artistic prior knowledge of the solution and only requires a record of existing solutions during, for instance, the range-of-motion test that is required before approving a mesh character for an application. Our subspaces span a wider range of motion, especially large deformations, and rotations by default. Compared to the state-of-the-art, we achieve improved numerical stability, computational efficiency, and more realistic simulations with a smaller sub-space.

Paper Structure

This paper contains 9 sections, 5 equations, 4 figures, 1 algorithm.

Figures (4)

  • Figure 1: Graphical comparison showcase of full simulations (displayed in green) alongside with reduced models, localized PCA (in blue), SPLOCS (in orange), and LBS (in red). The series includes centered frames from a simulation rendering a "falling bunny."
  • Figure 2: Few local components for a bunny deformed under gravitational forces: POD (blue) and SPLOCS (orange).
  • Figure 3: Comparing relative time required for the global linear system solve at different bases types.
  • Figure 4: Visual and numerical stability comparison between full model and different reduced simulations, at 200 bases.