We introduce a particle-based simulation method for granular material in interactive frame rates. We divide the simulation into two decoupled steps. In the first step, a relatively small number of particles is accurately simulated with a constraint-based method. Here, all collisions and the resulting friction between the particles are taken into account. In the second step, the small number of particles is significantly increased by an efficient sampling algorithm without creating additional artifacts. The method is particularly robust and allows relatively large time steps, which makes it well suited for real-time applications. With our method, up to 500k particles can be computed in interactive frame rates on consumer CPUs without relying on GPU support for massive parallel computing. This makes it well suited for applications where a lot of GPU power is already needed for render tasks.
翻译:我们提出一种面向交互帧率的颗粒材料粒子模拟方法。该方法将模拟分解为两个解耦步骤:第一步采用基于约束的方法精确模拟相对少量的粒子,在此过程中充分考虑所有粒子间的碰撞及摩擦效应;第二步通过高效采样算法显著增加粒子数量而不引入额外伪影。本方法具有极强的鲁棒性,支持较大时间步长,特别适用于实时应用场景。采用该方法,在无需GPU大规模并行计算支持的消费级CPU上,仍可实现每秒处理多达50万粒子的交互帧率性能,尤其适合需要将GPU算力集中于渲染任务的应用场景。