Our method makes the ribbon coil in a natural and fabric-like fashion, similar to ribbon motions seen in rhythmic gymnastics
performances. In contrast, PBD damping introduces unnatural early rotation of the tail of the ribbon, as if the ribbon was a rigid bar rather
than fabric. The arrows point out the differences in the motion of the ribbon tail.
Abstract
Damping is an important ingredient in physics-based simulation of deformable objects. Recent work introduced new fast simulation
methods such as Position Based Dynamics and Projective Dynamics. Explicit velocity damping methods currently used
in conjunction with Position Based Dynamics or Projective Dynamics are simple and fast, but have some limitations. They may
damp global motion or non-physically transport velocities throughout the simulated object. More advanced damping models
do not have these limitations, but are slow to evaluate, defeating the benefits of fast solvers such as Projective Dynamics. We
present a new type of damping model specifically designed for Projective Dynamics, which provides the quality of advanced
damping models while adding only minimal computing overhead. The key idea is to define damping forces using Projective Dynamics'
Laplacian matrix. In a number of simulation examples we show that this damping model works very well in practice.
When used with a modified Projective Dynamics solver that uses a non-dissipative implicit midpoint integrator, our damping
method provides fully user-controllable damping, allowing the user to quickly produce visually pleasing and vivid animations.
Publication
Jing Li, Tiantian Liu, Ladislav Kavan. Laplacian Damping for Projective Dynamics. VRIPHYS [Honorable Mention], 2018.
Links and Downloads
Paper
BibTeX
Acknowledgements
We thank Junior Rojas, Saman Sepehri, and Cem Yuksel for many
inspiring discussions. We also thank Yasunari Ikeda for help with
hair rendering, Nathan Marshak and Dimitar Dinev for proofreading,
Shirley Han and Jessica Hair for narrating the accompanying
video. This material is based upon work supported by the National
Science Foundation under Grant Numbers IIS-1617172 and IIS-1622360. Any opinions, findings, and conclusions or recommendations
expressed in this material are those of the author(s) and do
not necessarily reflect the views of the National Science Foundation. We also gratefully acknowledge the support of Activision and
hardware donation from NVIDIA Corporation.