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*.mp4 | ||
src/result.mp4 | ||
src/main |
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# MPM2D | ||
# SDF-based collision detection with MPM2D | ||
I integrate SDF-based collision detection into an MPM simulator. | ||
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2D implementation of the Material Point Method. | ||
![water](https://github.com/Elias-Gu/MPM2D//raw/master/MPM2D/out/water.gif) | ||
![snow](https://github.com/Elias-Gu/MPM2D//raw/master/MPM2D/out/snow.gif) | ||
![elastic](https://github.com/Elias-Gu/MPM2D//raw/master/MPM2D/out/elastic.gif) | ||
## Sections | ||
- [Overview](#Overview) | ||
- [Dependencies](#Dependencies) | ||
- [Code structure](#Code-structure) | ||
- [Implementation](#Implementation) | ||
- [Options](#Options) | ||
<br><br> | ||
The SDF algorithm is inspired by Yuanming Hu's [Taichi](https://github.com/yuanming-hu/taichi). | ||
And the MPM algorithm is from [Elias-Gu's MPM2D](https://github.com/Elias-Gu/MPM2D). | ||
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## Overview | ||
C++ implementation of the Material Point Method. | ||
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The [Material Point Method](https://www.seas.upenn.edu/~cffjiang/research/mpmcourse/mpmcourse.pdf) is a numerical technique used to simulate the behavior of continuum materials. | ||
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The continuum body is described by a number a Lagrangian elements : the material points. | ||
Kinematic equations are solved on the material points | ||
The material points are surrounded by a background Eulerian grid where the dynamic equations are solved. | ||
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It can be summarize in 4 main steps: | ||
1. Transfer data from particles de grid nodes | ||
2. Update node state (apply forces) | ||
3. Transfer data from grid nodes to particles | ||
4. Update particles state | ||
<br><br> | ||
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## Dependencies | ||
The following libraries are includes in the `ext/` directory: | ||
- [OpenGL and GLFW](https://www.glfw.org/) | ||
- Visual. | ||
- [Poisson Generator](https://github.com/corporateshark/poisson-disk-generator) | ||
- Initialize particle position. | ||
- [Algebra](https://github.com/Elias-Gu/MPM2D/tree/master/MPM2D/ext/Algebra) | ||
- My own 2D linear algebra library. | ||
- [Eigen](http://eigen.tuxfamily.org/index.php?title=Main_Page) | ||
- Alternatively, `Eigen` can be used to replace `Algebra`, but it is not as fast. The source code is in `ext/Eigen/MPM2D/src/` (not updated). | ||
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The followings are optional dependencies : | ||
- [ffmpeg](https://www.ffmpeg.org/) | ||
- Output .mp4 videos. | ||
- [OpenMP](https://www.openmp.org/) | ||
- Parallel computing. | ||
<br><br> | ||
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## Code structure | ||
The code, located in `src/`, is structured as following: | ||
- `main.cpp`: OpenGL context. Run simulation. | ||
- `solver.h` and `solver.cpp`: MPM algorithm functions (transfers and updates). Rendering and WriteToFile. | ||
- `node.h` and `node.cpp`: Class for grid nodes. | ||
- `border.h` and `border.cpp`: Class for 2D linear borders. Collision and Friction. | ||
- `particle.h` and `particle.cpp`: Class and subclasses for particles and materials. Constitutive model and deformation functions. | ||
- `constants.h`: Option control and global constants. | ||
<br><br> | ||
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## Implementation | ||
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#### Characteristics: | ||
Here are the main features of this implementation: | ||
- Sand, Water, Snow and purely elastic simulatiosn already implemented | ||
- 2D. | ||
- Affine-Particle-in-Cell ([APIC](http://www.math.ucla.edu/~jteran/papers/JSSTS15.pdf)) transfer type. | ||
- B-Spline Quadratic or Cubic interpolation functions (Quadratic is faster, but not as precise). | ||
- Node forces are updated with an explicit method. | ||
- The domain has to be a convex geometry (for collision detection). | ||
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#### Add material type: | ||
It is easy to add a new type of material. In `particle.h` and `particle.cpp`, create a new subclasse of `Particle`. Beside constructors, the subclass must contain the following functions: | ||
- In `particle.h`: | ||
```C++ | ||
static std::vector<NewMaterial> InitializeParticles() { | ||
// Define initial particle mass, volume, position, velocity and acceleration | ||
std::vector<NewMaterial> outParticles; | ||
// ... | ||
return outParticles; | ||
} | ||
``` | ||
```C++ | ||
static std::vector<NewMaterial> AddParticles() { | ||
// Define mass, volume, position, velocity and acceleration of particles to add during the simulation | ||
std::vector<NewMaterial> outParticles; | ||
// ... | ||
return outParticles; | ||
} | ||
``` | ||
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- In `particle.cpp`: | ||
```C++ | ||
void NewMaterial::ConstitutiveModel() { | ||
// Update Ap (pre-update deformation gradient) | ||
} | ||
``` | ||
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```C++ | ||
void NewMaterial::UpdateDeformation(const Matrix2f& T) { | ||
// Update deformation gradient. | ||
// T is the sum of the close node velocity gradients. | ||
// Elasticity, Plasticity functions (return-mapping, hardening) ... | ||
} | ||
``` | ||
```C++ | ||
void NewMaterial::DrawParticle() { | ||
// OpenGL output of particle points | ||
} | ||
``` | ||
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#### Change domain geometry: | ||
The shape of the domain can be changed, but is has to follow this rules: | ||
- It has to be [convex](https://www.easycalculation.com/maths-dictionary/images/convex-nonconvex-set.png). | ||
- It has to be included in [`CUB` ; `X_GRID - CUB`] x [`CUB` ; `Y_GRID - CUB`], where `CUB` is the range of the interpolation function (2 for Cubic, 1.5 for Quadratic). | ||
- Borders have to be straight lines. | ||
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To modify the domain, in `border.h`, use the `InitializeBorders` static function: | ||
```C++ | ||
static std::vector<Border> InitializeBorders() { | ||
std::vector<Border> outBorders; | ||
std::vector<Vector2f> Corners; | ||
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// New border line | ||
Corners.push_back(Vector2f(X1, Y1)); // First point | ||
Corners.push_back(Vector2f(X2, Y2)); // Second point | ||
// type can be [1](sticky), [2](Separating) or [3](Sliding) | ||
// normal has to be oriented inside the domain and normalized | ||
outBorders.push_back(Border(type, normal, Corners)); | ||
Corners.clear(); | ||
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// Add other border | ||
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return outBorders; | ||
} | ||
``` | ||
<br><br> | ||
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## Options | ||
Here is a list of different options available. They can be modify in the `constants.h` file. | ||
- Grid: | ||
```C++ | ||
// Size of the domain | ||
const static int X_GRID = 128; | ||
const static int Y_GRID = 64; | ||
``` | ||
- Particle: | ||
```C++ | ||
// Select Particle subclass (material type). [Water], [DrySand], [Snow], [Elastic] | ||
#define Material NewMaterial | ||
``` | ||
- Transfer particles <-> grid: | ||
```C++ | ||
// Interpolation type: [1] Cubic - [2] Quadratic | ||
#define INTERPOLATION 1 | ||
// Time-step (typically about 1e-4) | ||
const static float DT = 0.0001f; | ||
``` | ||
- Output (outputs will be generated in the `out/` directory): | ||
```C++ | ||
// Generate a .mp4 of the OpenGL window | ||
#define RECORD_VIDEO true | ||
// Generate a .ply file with node coordinates | ||
#define WRITE_TO_FILE false | ||
// Draw nodes (active nodes have a different color) | ||
#define DRAW_NODES false // not recommended (slow) | ||
``` | ||
<br><br> | ||
### In progress | ||
I am working on a more complete version that will include: | ||
- 3D | ||
- Sparse Grid parallelisme (CUDA - OpenACC or OpenMP) | ||
- Implicit grid update | ||
- Other transfer schemes (MLS-MPM, PolyPIC) | ||
# Result | ||
![result](./video/result.gif) |