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  • Physically-Based Interactive Sand SimulationMarta Pla-Castells, Ignacio Garcı́a-Fernández and Rafael J. Martı́nez-Durá

    Instituto de Robótica, Universidad de Valencia, Spain

    Introduction

    I Interactive terrain simulation is necessary insome Virtual Reality applications. It is acomplex modeling problem.

    I In simulation for training realism is a must,because the trainee has to acquire skills basedon the behavior of the environment.

    I For this reason, when the simulation involvesterrain manipulation the soil model must bephysically-based.

    I Terrain is usually represented as a grid orheight field.

    I In the Computer Graphics literature, modelshave been proposed mainly for terrainanimation purposes [1, 2].

    Main Goal

    I Our main goal is to provide a model of sand:I that is physically-based;I that considers collisions and horizontal

    displacement of sand;I with reaction forces;I and that can be used in real-time, interactive

    applications.

    Physically-Based Sand Model

    I We adapt a classical model from the physicsliterature [3] to be used over the discreterepresentation of terrain used in ComputerGraphics

    I This model was previously presented in atheoretical work [4], and here we propose itsapplication to Computer Graphics.

    I A local rule checks for steep regions, andcauses avalanches that reduce the slope, likein cellular automata formulation of sandpiles.

    I The model is interactive: contact forces can becomputed and applied both to the sandpile andto the object in contact.

    Horizontal Sand Displacement

    Terramechanics

    When a portion of soil is displaced, it is consideredas a solid that slides along a pre-defined interface,causing what is called a fracture [5].

    Soil displacement

    SoilTool

    during fracture

    Discrete Model

    I The variables of the terramechanics model arecomputed using the the discrete model of sand.

    I The fracture region and the horizontal force on thetool are computed.

    I If the tool advancesthe material ispushed, slidingalong the fracture.

    I Every cell’s heightabove the fractureincreasesaccordingly.

    i0

    i1

    iN

    iN+1

    i0

    i1

    iN

    iN+1

    Fracture

    Tool Soil

    Tool

    Fracture

    Soil

    Numerical Experiments

    I We have implemented two tests, T1 and T2:I T1 corresponds to a cube with unit edges falling

    on a flat ground,I T2 corresponds to the same cube pushing

    material horizontally.

    I The tests have been repeated for different griddensities, recording the time necessary to run10000 steps.

    I To use an scenario easy to reproduce, the physicslibrary Open Dynamics Engine (ODE) has beenused.

    I Collision detection has been done by means of raycasting.

    EUROGRAPHICS’08 ConferenceCrete, GreeceApril 14 – 18

    Results

    Results for Test T1 (Only Vertical Forces Appear)

    I All times are below 0.2ms.I Although the increase of the

    cost is not linear, results arevery good even for densegrids.

    I This results indicate that thesand model is suitable forreal-time applications.

    Average time per step in T1

    0

    0,02

    0,04

    0,06

    0,08

    0,1

    0,12

    0,14

    10 20 30 40 50 60

    Number of divisions

    Time (ms)

    Results for Test T2 (Case with Lateral Displacements)

    I All times are below 2ms.I Again, te results are good

    even for dense grids.I In this case, scalability of the

    model is not so good as in T1.

    I The CPU cost of the collisiondetection and horizontalmaterial displacement hasbeen obtained (in %)

    I The code corresponding tothese two tasks is notoptimized, and it takes60%–80% of the CPU⇒ Results are good. But evenbetter results are possible,with optimization

    Average time per step in T2

    0

    0,5

    1

    1,5

    2

    2,5

    10 20 30 40 50 60

    Number of divisions

    Time (ms)

    Average CPU usageof the three main tasks

    Collision Detection

    33%

    Sand Model25%

    Material Displacement

    42%

    Conclusion

    I The model is physically-based.I It considers sand pile evolution, interaction and horizontal

    material displacement.I The situations where horizontal displacement happens are

    more CPU demanding, but still the model can be run inreal-time in complex applications.

    I Optimization strategies have to be investigated:I Parallelism,I Multi-scale analysis of the grid,I Hardware accelerated collision detection,I Implementation of the model on GPU.

    References

    [1] R. W. Sumner et al.Computer Graphic Forum, 18, 1999.

    [2] K. Onoue and T. Nishita.Computer Graphics Forum, 24(1):51–60, 2005.

    [3] J. P. Bouchaud et al.Journal de Physique I France, 4:1383–1410, 1994.

    [4] M. Pla-Castells et al.In Proc. of Cellular Automata, pages 392–401, 2006.

    [5] J. Shen and R. L. Kushwaha. Soil-Machine Interactions.Marcel Dekker, New York, 1998.

    LSYM - Instituto de Robtica. Universidad de Valencia Mail: [email protected] URL: http://robotica.uv.es/LSYMP.O. Box 2085 – 46071, Valencia, Spain