skip to main content


This content will become publicly available on August 1, 2024

Title: Second-order Stencil Descent for Interior-point Hyperelasticity
In this paper, we present a GPU algorithm for finite element hyperelastic simulation. We show that the interior-point method, known to be effective for robust collision resolution, can be coupled with non-Newton procedures and be massively sped up on the GPU. Newton's method has been widely chosen for the interior-point family, which fully solves a linear system at each step. After that, the active set associated with collision/contact constraints is updated. Mimicking this routine using a non-Newton optimization (like gradient descent or ADMM) unfortunately does not deliver expected accelerations. This is because the barrier functions employed in an interior-point method need to be updated at every iteration to strictly confine the search to the feasible region. The associated cost (e.g., per-iteration CCD) quickly overweights the benefit brought by the GPU, and a new parallelism modality is needed. Our algorithm is inspired by the domain decomposition method and designed to move interior-point-related computations to local domains as much as possible. We minimize the size of each domain (i.e., a stencil) by restricting it to a single element, so as to fully exploit the capacity of modern GPUs. The stencil-level results are integrated into a global update using a novel hybrid sweep scheme. Our algorithm is locally second-order offering better convergence. It enables simulation acceleration of up to two orders over its CPU counterpart. We demonstrate the scalability, robustness, efficiency, and quality of our algorithm in a variety of simulation scenarios with complex and detailed collision geometries.

 
more » « less
Award ID(s):
2153851 2153863 2023780
NSF-PAR ID:
10471681
Author(s) / Creator(s):
; ; ; ;
Publisher / Repository:
ACM TOG
Date Published:
Journal Name:
ACM Transactions on Graphics
Volume:
42
Issue:
4
ISSN:
0730-0301
Page Range / eLocation ID:
1 to 16
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. We present a GPU algorithm for deformable simulation. Our method offers good computational efficiency and penetration-free guarantee at the same time, which are not common with existing techniques. The main idea is an algorithmic integration of projective dynamics (PD) and incremental potential contact (IPC). PD is a position-based simulation framework, favored for its robust convergence and convenient implementation. We show that PD can be employed to handle the variational optimization with the interior point method e.g., IPC. While conceptually straightforward, this requires a dedicated rework over the collision resolution and the iteration modality to avoid incorrect collision projection with improved numerical convergence. IPC exploits a barrier-based formulation, which yields an infinitely large penalty when the constraint is on the verge of being violated. This mechanism guarantees intersection-free trajectories of deformable bodies during the simulation, as long as they are apart at the rest configuration. On the downside, IPC brings a large amount of nonlinearity to the system, making PD slower to converge. To mitigate this issue, we propose a novel GPU algorithm named A-Jacobi for faster linear solve at the global step of PD. A-Jacobi is based on Jacobi iteration, but it better harvests the computation capacity on modern GPUs by lumping several Jacobi steps into a single iteration. In addition, we also re-design the CCD root finding procedure by using a new minimum-gradient Newton algorithm. Those saved time budgets allow more iterations to accommodate stiff IPC barriers so that the result is both realistic and collision-free. Putting together, our algorithm simulates complicated models of both solids and shells on the GPU at an interactive rate or even in real time. 
    more » « less
  2. Abstract

    By starting with the assumption that motion is fundamentally a decision making problem, we use the world‐line concept from Special Relativity as the inspiration for a novel multi‐agent path planning method. We have identified a particular set of problems that have so far been overlooked by previous works. We present our solution for the global path planning problem for each agent and ensure smooth local collision avoidance for each pair of agents in the scene. We accomplish this by modelling the collision‐free trajectories of the agents through 2D space and time as rods in 3D. We obtain smooth trajectories by solving a non‐linear optimization problem with a quasi‐Newton interior point solver, initializing the solver with a non‐intersecting configuration from a modified Dijkstra's algorithm. This space–time formulation allows us to simulate previously ignored phenomena such as highly heterogeneous interactions in very constrained environments. It also provides a solution for scenes with unnaturally symmetric agent alignments without the need for jittering agent positions or velocities.

     
    more » « less
  3. Quantum linear system algorithms (QLSAs) have the potential to speed up algorithms that rely on solving linear systems. Interior point methods (IPMs) yield a fundamental family of polynomial-time algorithms for solving optimization problems. IPMs solve a Newton linear system at each iteration to compute the search direction; thus, QLSAs can potentially speed up IPMs. Due to the noise in contemporary quantum computers, quantum-assisted IPMs (QIPMs) only admit an inexact solution to the Newton linear system. Typically, an inexact search direction leads to an infeasible solution, so, to overcome this, we propose an inexact-feasible QIPM (IF-QIPM) for solving linearly constrained quadratic optimization problems. We also apply the algorithm to ℓ1-norm soft margin support vector machine (SVM) problems, and demonstrate that our algorithm enjoys a speedup in the dimension over existing approaches. This complexity bound is better than any existing classical or quantum algorithm that produces a classical solution. 
    more » « less
  4. Abstract

    This paper concerns the formulation and analysis of a new interior-point method for constrained optimization that combines a shifted primal-dual interior-point method with a projected-search method for bound-constrained optimization. The method involves the computation of an approximate Newton direction for a primal-dual penalty-barrier function that incorporates shifts on both the primal and dual variables. Shifts on the dual variables allow the method to be safely “warm started” from a good approximate solution and avoids the possibility of very large solutions of the associated path-following equations. The approximate Newton direction is used in conjunction with a new projected-search line-search algorithm that employs a flexible non-monotone quasi-Armijo line search for the minimization of each penalty-barrier function. Numerical results are presented for a large set of constrained optimization problems. For comparison purposes, results are also given for two primal-dual interior-point methods that do not use projection. The first is a method that shifts both the primal and dual variables. The second is a method that involves shifts on the primal variables only. The results show that the use of both primal and dual shifts in conjunction with projection gives a method that is more robust and requires significantly fewer iterations. In particular, the number of times that the search direction must be computed is substantially reduced. Results from a set of quadratic programming test problems indicate that the method is particularly well-suited to solving the quadratic programming subproblem in a sequential quadratic programming method for nonlinear optimization.

     
    more » « less
  5. A novel numerical method is proposed for the solution of transient multi-physics problems involving heat conduction, electrical current sharing and Joule heating. The innovation consists of a mesh-free Monte Carlo approach that eliminates or drastically reduces the particle scattering requirements typical of conventional Monte-Carlo methods. The proposed algorithm encapsulates a volume around each point that affects the solution at a given point in the domain; the volume includes other points that represent small perturbations along the path of energy transfer. The proposed method is highly parallelizable and amenable for GPU computing, and its computational performance was substantially increased by the elimination of scattered interpolation. The accuracy and simulation time of the proposed method are compared against a finite element solution and also against experimental results from existing literature. The proposed method provides accuracy comparable to that of finite element methods, achieving an order of magnitude reduction in simulation time. 
    more » « less