Elsevier

Computers & Graphics

Volume 69, December 2017, Pages 131-139
Computers & Graphics

Technical Section
Animation of crack propagation by means of an extended multi-body solver for the material point method

https://doi.org/10.1016/j.cag.2017.10.005Get rights and content

Highlights

  • New N-body collision algorithm for the material point method framework.

  • Dynamic crack propagation algorithm using multi-body solver and particle constraints.

  • Example contact and tearing scenarios are provided as results.

Abstract

We propose a multi-body solver that extends the Material Point Method (MPM) to simulate cracks in computer animation. We define cracks as the intersection between pieces of bodies created by a pre-fracture process and held together by massless particle constraints (glue particles). These pieces are simulated using a MPM multi-body solver extended by us to efficiently handle N-body collisions. Benefits of the present work include (1) low computational overhead compared to a normal MPM algorithm; (2) good scaling in three dimensions due to our use of sparse grids for background computations; (3) allowing for an easy and controllable setup phase to simulate a desired material failure mode, which is especially useful for computer animation.

Introduction

Some of the most interesting natural phenomena involve material fracture, and it is a vital ingredient in simulations where realism is desired. Hence, algorithms for object breakage using various simulation techniques are a topic of high level of interest, both for engineering applications and for computer graphics and animation. Specifically for simulations using the material point method (MPM) by [1], simulation of fracture via crack propagation appear to have been mostly discussed in the engineering literature with a focus on numerical accuracy. The aim of these works is different from what is needed for animation applications, where simulation speed and art directability are prioritized. In the present paper we present an algorithm for fracture that provides attractive features for use in computer graphics while only adding a small overhead over regular MPM simulation.

The MPM method is increasingly relevant for simulations of materials due to improvements in hardware and algorithms. It has proven useful in simulations involving large deformations, where the approach of combining meshless particles with a fixed computational background grid provides a robust framework. Both viscoelastic and viscoplastic materials have been simulated with impressive results. The MPM has also been used for other materials like rubber and sponges, which can undergo large elastic deformations. Inherent to the method is that these materials will break naturally if the stress is too high at any particular location. Normally, a simulated material is homogeneous and isotropic. This is often not the case for their real-world counterpart, as small weaknesses and local inconsistencies are important features for how a crack propagates through a medium. Such irregularities could be introduced in the simulation by modifying the parameters that govern the constitutive model on a per-particle basis or by jittering the particles in their initial configuration, but doing so in a way that both conserves the original collective behavior of the material while achieving the desired break point is difficult.

In the present work, we extend MPM by defining a crack via pre-fracturing of a specimen into different bodies, which are bound together by particle constraints scattered on the crack surface. We call these particles glue particles, and their role is to hold the object fragments connected until they break and a crack is formed. The focus of this paper is on simulation of bodies with a single crack, and where the crack propagation is dominated by an opening mode. The pieces from a fractured body are allowed to interact freely in the simulation, and we also present an extension to the contact algorithm by [2] to allow for arbitrarily many colliding bodies in the same solver.

The rest of the paper is organized as follows. A review of related works is discussed in 2. In Section 3 we present the extended contact algorithm, which is utilized for the crack algorithm in Section 4. Simulations based on the two algorithms will be shown in Section 5, followed by a discussion in Section 6 that points out current artefacts and limitations. Final conclusions then follow in Section 7.

Section snippets

Related work

Early works on the simulation of deformable plasticity and fracture in computer graphics were undertaken by [3]. Such approaches to dynamic fracture propagation often involved mesh-based finite element methods due to the ease of calculating stress coefficients along connected points. [4] introduced an element splitting approach to increase numerical accuracy and avoid visible artefacts for brittle fracture, which was later extended by [5] to include ductile fracture. However, mesh based methods

Multi-body solver for MPM

MPM is a hybrid method in that it combines an Eulerian mesh with Lagrangian particles. First, a continuous material is discretized into material points. The particles store all information that will be carried on through the simulation such as, position, velocity, deformation, and other potential properties related to the constitutive model. The Eulerian grid is used in the background to perform certain types of calculations. A particle is rasterized onto the grid by means of a weighting

Cracks with the material point method

MPM is a versatile method, and by exerting increasing amounts of stress to a body it will eventually break without special treatment. However, after the material has cracked the different pieces still belong to the same body and will be rasterized to the same grid, and the result will be visible artefacts due to non-physical interaction forces. For example, the bodies may merge together again if kept in contact. Additionally, art directability of a crack is hard and cumbersome. Weaknesses can

Results

We present the results of our method as follows: Sections 5.1–5.3 relate to the contact algorithm. Our algorithm will perform in a manner identical to that of [2] for two-body collisions, and we will solely focus on collisions with more than two bodies. Sections 5.4 and 5.5 show our algorithm for simulating cracks.

By using one separate grid for every body, b1,,bn, there will effectively need to be n sets of values at every grid node. Implementing this using a pre-allocated dense grid would

Multi-body solver

The colliding sphere example, Fig. 4, shows largely a natural many-body collision. However, seemingly separate bodies are colliding, which is the result of our impenetrability condition, Eq. (1). This is an artifact of the method—grid nodes should in reality be allowed to penetrate each other, but doing so effectively forces contact to be resolved on a particle level. This proves difficult, as previous simple operations such as determining contact and calculating normals instead become

Conclusions

We extended the basic MPM solver with a contact algorithm that can handle, in theory, any number of colliding bodies. Our method will produce the same result for 2-body collisions as [2]. When increasing the number of colliding bodies, artefacts may be introduced due to the approximation that pairwise contact normals are orthogonal, but the end result nevertheless tends to look natural. We have leveraged the multi-body solver to model cracks, defined as the intersection between parts of a body

Acknowledgments

This work was conducted as an internship at DreamWorks Animation. We thank Mihai Alden for valuable input and for help with the implementation, and Gergely Klar for insightful discussions on MPM. We also thank the anonymous reviewers for their helpful comments and improvement suggestions.

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