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Interactive Hair Simulation on the GPU Using ADMM
Local-global ADMM solver for Discrete Elastic Rods with Coulomb friction fully parallelized on GPU, reproducing stick-slip behavior at interactive rates for high-resolution hair.
Abstract
We devise a local, global solver dedicated to the simulation of Discrete Elastic Rods (DER) with Coulomb friction that can fully leverage the massively parallel compute capabilities of moderns GPUs. We verify that our simulator can reproduce analytical results on recently published cantilever, bend, twist, and stick, slip experiments, while drastically decreasing iteration times for high-resolution hair simulations. Being able to handle contacting assemblies of several thousand elastic rods in real-time, our fast solver paves the ways for new workflows such as interactive physics-based editing of digital grooms.
How to read this
- Category
- Method: a GPU-parallel solver for hair simulation
- Contributions
- A local-global (ADMM) solver for Discrete Elastic Rods with Coulomb friction designed to map onto massively parallel GPU compute
- Validation against analytical results on cantilever, bend, twist, and stick-slip experiments while drastically cutting iteration times
- Real-time handling of contacting assemblies of several thousand elastic rods, enabling interactive physics-based groom editing
- Context
- Builds on Discrete Elastic Rods and on the author's prior hybrid iterative solver for robust Coulomb friction in hair dynamics, recasting it as a parallel local-global scheme.Builds on: A Hybrid Iterative Solver for Robustly Capturing Coulomb Friction in Hair Dynamics
- Correctness
- Correctness is argued via reproduction of published analytical bend/twist/stick-slip results; interactive rates are reported for thousands of rods, so behavior at much higher strand counts or with stiffer materials/time-steps should be checked against the paper's stated regime.
- Clarity
- Concise and concrete; a first pass conveys the goal and validation, a second pass is needed for the ADMM splitting and friction handling.
- How to read it
- First pass for the validation claims and target performance regime; second pass on the local-global formulation and friction treatment if implementing on GPU.
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