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Position and Orientation Based Cosserat Rods
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Position and Orientation Based Cosserat Rods
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See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/325597548
Position and Orientation Based Cosserat Rods
Conference Paper · July 2016
DOI: 10.2312/sca.20161234
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2 authors, including:
Tassilo Kugelstadt
RWTH Aachen University
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Eurographics/ ACM SIGGRAPH Symposium on Computer Animation (2016)
Ladislav Kavan and Chris Wojtan (Editors)
Position and Orientation Based Cosserat Rods
T. Kugelstadt and E. Schömer
Johannes Gutenberg University Mainz, Germany
Abstract
We present a novel method to simulate bending and torsion of elastic rods within the position-based dynamics (PBD) framework.
The main challenge is that torsion effects of Cosserat rods are described in terms of material frames which are attached to the
centerline of the rod. But frames or orientations do not fit into the classical position-based dynamics formulation. To solve this
problem we introduce new types of constraints to couple orientations which are represented by unit quaternions. For constraint
projection quaternions are treated in the exact same way as positions. Unit length is enforced with an additional constraint.
This allows us to use the strain measures form Cosserat theory directly as constraints in PBD. It leads to very simple algebraic
expressions for the correction displacements which only contain quaternion products and additions. Our results show that our
method is very robust and accurately produces the complex bending and torsion effects of rods. Due to its simplicity our method
is very efficient and more than one order of magnitude faster than existing position-based rod simulation methods. It even
achieves the same performance as position-based simulations without torsion effects.
Categories and Subject Descriptors (according to ACM CCS): I.6.8 [Computer Graphics]: Simulation and modeling—Animation
1. Introduction
The simulation of elastic rods has been an active research topic in
computer graphics for more than a decade. Its applications reach
from simulation of sutures and catheters in virtual surgery over the
simulation of ropes, cables, hoses and knots to the simulation of
realistically moving vegetation and hair or fur for virtual charac-
ters. Due to the fast development of massively parallel graphics
hardware and GPGPU, simulation of hair and fur in real-time ap-
plications has become very popular recently. Examples from the
games industry are NVIDIA Hairworks and AMD TressFX which
can simulate ten-thousands of hair strands in real-time. These tech-
niques model strands as particles which are connected by distance
constraints or springs. This allows fast and stable simulations. But
one drawback is that twisting effects and rod configurations with
initial twist such as curls or helices cannot be represented by pure
particle systems (at least not without tricks like ghost particles
[USS14] or additional springs [SLF08]).
In contrast to these methods there are models based on Cosserat
theory. There elastic rods are modeled as a continuous one dimen-
sional curve in 3d-space. An orthonormal frame is attached to every
point of the curve and moves along with it (see fig 2). This orienta-
tion information can be used to define deformation energy densities
for the stretch, shear, bend and twist degrees of freedom. Apply-
ing Lagrangian field theory leads to a system of non-linear PDEs
which can be solved using finite elements (FEM) or finite differ-
ence (FDM) methods. This results in a physically accurate simula-
tion of elastic rods which shows non-linear effects like out-of-plane
buckling [LLA11]. The main drawback of Cosserat models is that
simulations of rods with high stretching resistance involves solving
stiff differential equations. They require very small time steps when
integrated with simple explicit schemes or solving large systems of
linear equations when integrated implicitly.
It is a promising idea to combine the particle models and
Cosserat models. Recently Umetani, Schmidt and Stam [USS14]
presented the position-based elastic rods model. They combined the
Cosserat model with position-based dynamics (PBD) [MHHR07].
Their model includes torsion and non-linear effects, is uncondition-
ally stable and computationally cheap enough for interactive appli-
cations. It is implemented in the Nucleus visual effects engine of
Autodesk Maya which underlines the practical relevance of this
technique. In PBD all objects are modeled as particles which are
coupled by constraint functions. Because frames cannot be handled
directly in PBD, the authors fit the Cosserat model into the PBD
framework by representing frames as ghost particles. Constraints
are used to force the ghost particles to move along with the curve
during the simulation process. Bending and twisting resistance is
modeled as constraints between the particles and ghost particles.
Our contribution. Following the ideas of Umetani et al. we pro-
pose an alternative approach to combine the Cosserat rod model
with PBD. Our approach is similar to [USS14] in many aspects
but goes in the opposite direction. We enhance the PBD frame-
work so that it becomes possible to define and solve constraints
between orthonormal frames directly. To achieve this, we repre-
sent the frames as unit quaternions and constraints are defined as
c
2016 The Author(s)
Eurographics Proceedings
c
2016 The Eurographics Association.
The definitive version is available at http://diglib.eg.org.
T. Kugelstadt & E. Schömer / Position and Orientation Based Cosserat Rods
Figure 1: Slinky walking down a stairway. It has 50 curls and is modeled with 1000 discrete rod elements. It was simulated using 50 solver
iterations and took 7ms per frame (without collision detection) on a single core of an Intel Core i5 CPU.
functions taking particle positions and quaternions as arguments.
During the iterative constraint projection process quaternions are
treated in the exact same way as positions. They only require an ad-
ditional constraint to ensure unit length, because only unit quater-
nions represent proper rotations or frames. This enables us to di-
rectly minimize the strain measures from Cosserat theory with the
position-based solver. Further we can simply work with the stag-
gered grid discretization which is commonly used in Cosserat rod
simulation [GS07, ST07, LLA11] and leads to intuitive geometric
interpretations of our constraints. In order to compute the correc-
tion displacements of particles and quaternions, gradients of quater-
nion functions are needed. We show that they can be found with
little effort by using a matrix-vector product representation of the
quaternion product. The resulting displacement formulas are sim-
ple algebraic expressions which can be implemented easily and are
very cheap to compute. Due to the fact that our constraints couple
relative positions and relative orientations we can also use the rod
constraints to couple the rods endpoints with other systems. For
example they can be attached to triangles, rigid bodies or coupled
with other particle systems.
Our results show that the proposed method is able to produce the
same visual quality and has the same robustness as position-based
elastic rods, but it needs one order of magnitude less computation
time. Another comparison to the simulation of strands in PBD,
which are only modeled with distance and bending constraints,
shows the high performance of our approach. Even in this case our
method is slightly faster. As a challenging benchmark we chose to
simulate a Slinky toy which travels down the stairs (see figure 1). In
this scene torsion effects, anisotropic bending stiffness and robust
collision handling are essential. Because of its simplicity, flexibil-
ity, high efficiency and unconditional stability our approach is well
suited for a broad spectrum of applications in real-time physics and
animation.
Organization. In the following section we discuss related work
in rod simulation and position-based dynamics. To keep our paper
self-contained we recap the main concepts of quaternions, which
are the key component of our technique, in section 3. Thereby we
focus on rotations and the derivatives of quaternion functions which
are needed to solve the constraints. Section 4 summarizes the main
ideas of PBD, including vector constraints [USS14] and shows how
orientation quaternions are introduced in the algorithm. In section
5 we introduce the main concepts of continuous Cosserat rods and
show how they are discretized. This leads to rod constraints which
are presented in section 6. The resulting correction displacements
are derived in full detail. In section 7 we discuss implementation
details and in section 8 we show results of our method. We com-
pare it to position-based elastic rods and to standard PBD strands
with distance and bending constraints. The final section draws a
conclusion and discusses possible future work.
2. Related work
The most closely related work is the position-based elastic rods
model by Umetani et al. [USS14] which was already discussed in
the introduction. Further there is a huge amount of related work in
rod simulation, hair simulation and position-based dynamics.
Implicitly discretized Cosserat rods: The Cosserat rod model
was introduced to the computer graphics community by Pai [Pai02]
who used it to simulate sutures and catheters in virtual surgery. He
simulated unshearable and inextensible rods by using curvature as
minimal coordinates. It results in an efficient and physically accu-
rate simulation. But the centerline is only represented implicitly by
the rod’s curvature and has to be recovered by integrating the cur-
vature from one end to the other. This makes collision handling dif-
ficult. Further his model does not handle dynamics. This approach
was extended by Bertails et al. [BAC
∗
06] to the super-helix model,
which was designed to simulate the dynamics of helical rods like
curly hair. This method was further improved by Bertails [Ber09]
so that time complexity is linear in the number of discrete rod el-
ements. Due to the fact that these models eliminate all constraints
by using minimal coordinates, it is not clear how to combine them
with PBD.
Explicitly discretized Cosserat rods: Many alternative ap-
proaches use an explicit representation of the centerline. Grégoire
and Schömer [GS07] modeled cables as connected linear elements
which are described by a position and an orientation. The orienta-
tions are represented as unit quaternions. They derive constraint en-
ergies and the corresponding forces. Therewith they can find static
equilibria of cables in a virtual assembly simulation.
This approach was extended to simulate the dynamics of rods by
Spillmann and Teschner [ST07]. For their CORDE model they de-
c
2016 The Author(s)
Eurographics Proceedings
c
2016 The Eurographics Association.
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