Mathematics of Information Technology and Complex Systems


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Research

Our project addresses the general question of how to design effective numerical integrators for interactive simulation, and the specific challenges of two important and related topics: rigid body contact and incompressible fluid mechanics.

Algorithms for Interactive Simulation

At the heart of all simulations is a numerical integrator for the differential equations describing the dynamical system (which can involve time and space derivatives). The problem is different from usual because of the real time, interactive setting. The hard requirement is to get an answer at a specified time. Our goal is to design numerical methods to get this answer as accurately as possible based on available computing resources. A related goal is to design algorithms that can run in parallel on a network of interconnected processing units.

Robust Contact Simulation

Most objects in our environment are quite rigid, and undergo only small imperceptible deformations. For this reason, rigid body models are widely used in interactive applications, for instance in robotics and video games, since a freely moving rigid body can be efficiently simulated. However, these models encounter serious difficulties when contact is involved, especially in the presence of friction. Basic mathematical requirements such as the existence and uniqueness of solutions can no longer be guaranteed under the classical models, as observed by Paul Painleve in 1895. We are investigating new frictional contact simulation algorithms that retain much of the efficiency of rigid body models, while significantly increasing the accuracy and robustness of solutions.

Fast Simulation of Fluids

Fluids play a critical role in many environments, from ocean water to fire, from the surrounding air to the fluids in our own bodies. However, current approaches to modeling fluids in interactive simulation either are very limited (e.g., Fourier synthesis of ocean waves, overly simplified drag models for air resistance) or can't effectively scale to the resolution desired (e.g., Smoothed Particle Hydrodynamics models, which are limited in practice to a few thousand particles to fill a volume). One part of this project is to develop fast numerical fluid models to fill this gap.