TY - GEN
T1 - Exploring the use of adaptively restrained particles for graphics simulations
AU - Manteaux, Pierre Luc
AU - Faure, François
AU - Redon, Stéphane
AU - Cani, Marie Paule
N1 - Publisher Copyright:
© 2013 VRIPHYS 2013 - 10th Workshop on Virtual Reality Interactions and Physical Simulations. All rights reserved.
PY - 2013/1/1
Y1 - 2013/1/1
N2 - In this paper, we explore the use of Adaptively Restrained (AR) particles for graphics simulations. Contrary to previous methods, Adaptively Restrained Particle Simulations (ARPS) do not adapt time or space sampling, but rather switch the positional degrees of freedom of particles on and off, while letting their momenta evolve. Therefore, inter-particles forces do not have to be updated at each time step, in contrast with traditional methods that spend a lot of time there. We present the initial formulation of ARPS that was introduced for molecular dynamics simulations, and explore its potential for Computer Graphics applications: We first adapt ARPS to particle-based fluid simulations and propose an efficient incremental algorithm to update forces and scalar fields. We then introduce a new implicit integration scheme enabling to use ARPS for cloth simulation as well. Our experiments show that this new, simple strategy for adaptive simulations can provide significant speedups more easily than traditional adaptive models.
AB - In this paper, we explore the use of Adaptively Restrained (AR) particles for graphics simulations. Contrary to previous methods, Adaptively Restrained Particle Simulations (ARPS) do not adapt time or space sampling, but rather switch the positional degrees of freedom of particles on and off, while letting their momenta evolve. Therefore, inter-particles forces do not have to be updated at each time step, in contrast with traditional methods that spend a lot of time there. We present the initial formulation of ARPS that was introduced for molecular dynamics simulations, and explore its potential for Computer Graphics applications: We first adapt ARPS to particle-based fluid simulations and propose an efficient incremental algorithm to update forces and scalar fields. We then introduce a new implicit integration scheme enabling to use ARPS for cloth simulation as well. Our experiments show that this new, simple strategy for adaptive simulations can provide significant speedups more easily than traditional adaptive models.
U2 - 10.2312/PE.vriphys.vriphys13.017-024
DO - 10.2312/PE.vriphys.vriphys13.017-024
M3 - Conference contribution
AN - SCOPUS:85034206064
T3 - VRIPHYS 2013 - 10th Workshop on Virtual Reality Interactions and Physical Simulations
SP - 17
EP - 24
BT - VRIPHYS 2013 - 10th Workshop on Virtual Reality Interactions and Physical Simulations
A2 - Bender, Jan
A2 - Dequidt, Jeremie
A2 - Duriez, Christian
A2 - Zachmann, Gabriel
PB - Eurographics Association
T2 - 10th Workshop on Virtual Reality Interactions and Physical Simulations, VRIPHYS 2013
Y2 - 27 November 2013 through 29 November 2013
ER -