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Crack Nucleation & Propagation
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Two-field H design
: We separate the strain energy history into two independent fields:
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H_history
(tight spherical seed) — feeds the AT2 phase-field PDE solver for localized damage
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H_gradient
(vertical gradient: strong at bottom, zero at mid-height) — provides a smooth ∇H for crack tip direction, ensuring consistent bottom→top propagation
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Radial surface paths
: At impact, 6 crack paths are seeded radially outward from the contact center (star pattern), with a low Z-component (z = 0.15) to keep paths near the bottom surface for immediate visibility
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AT2 phase-field PDE
: Variational damage model solved via Jacobi iteration. H_crack (5× H_ref) is seeded along existing crack paths as a boundary condition
Phase Field/Manifold-based Gaussian Splats Crack Simulation
Core Claim
Directly optimizing Chamfer Distance (CD) can produce
worse CD values than not optimizing it at all.
This is not a metric design problem — it is a
gradient-structural failure.
Why It Fails (3 Propositions)
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Prop 1.
The unique attractor of the forward CD gradient is many-to-one collapse — multiple source points converge to the same target point
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Prop 2.
The reverse (t→s) term provides nonzero gradient to at most 1 of k collapsed points → the remaining k−1 are stuck in a zero-gradient deadlock
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Prop 3.
Local regularizers (repulsion, smoothness, DCD)
cannot alter cluster-level drift
— translational invariance guarantees pairwise forces cancel at the centroid
On the Structural Failure of Chamfer Distance in 3D Shape Optimization
1. Background & Motivation (Why?)
Commanding a robot to "cut the apple in half" is deceptively difficult.
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Physical Complexity:
Food deforms, fractures, and changes shape under pressure. Standard datasets for rigid bodies cannot capture these dynamics.
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Data Scarcity:
Collecting real-world data (e.g., slicing thousands of fruits) is expensive and dangerous. Previous simulations lacked physical accuracy regarding forces and friction.
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Quantitative Grounding:
Few existing models can understand and execute precise numerical instructions, such as "cut at the 30% mark from the right."
2. Key Solution: CulinaryCut & VLAP (How?)
CulinaryCut-VLAP: A Vision-Language-Action-Physics Framework for Food Cutting via a Force-Aware Material Point Method
1. Background & Motivation (Why?)
Traditional shape morphing techniques have suffered from a fundamental problem known as the
"Rendering Gap."
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Physics Simulation (MPM):
Efficient because it uses sparse particles, but it lacks sufficient surface detail for high-quality visuals.
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Rendering:
Typically requires dense surface information to display high-fidelity images.
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The Problem:
The process connecting these two domains was non-differentiable. This meant that rendering errors couldn't be used to correct or optimize the underlying physical motion.
2. Key Idea: PhysMorph-GS (How?)
The researchers proposed a new pipeline that establishes a
bidirectional coupling
between Differentiable MPM (Physics) and 3D Gaussian Splatting (Rendering).
Core Mechanisms
1)
Deformation-Aware Upsampling
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Instead of relying solely on the sparse
"Anchor Particles"
from the physics engine, the system generates virtual
"Child Particles"
specifically for rendering.
PhysMorph-GS: Differentiable Shape Morphing via Joint Optimization of Physics and Rendering Objectives
TVCG Teaser Video
:
Rendering results:
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Sphere to Bunny & Duck to Cow:
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D to Dragon:
A Differentiable Material Point Method Framework for Shape Morphing
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Abstract :
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In this paper, we propose a novel approach to simultaneously express the angular and linear motion of the particle itself. During the integration process of the presented MPM (Material Point Method), a
deformation gradient tensor
is decomposed by
polar decomposition
theory to extract the
rotation tensor
. By applying this together with the linear motion of each particle, we can possibly depict each particle’s spin.
Rendering results:
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Sand particle example:
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Snow with Car:
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Primitive Rectangle (vs MPM):
MPM-Based Angular Animation of Particles using Polar Decomposition Theory
Describe
Lava’s localization
with wax
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Use Numeric Animation for Real Data in Gen AI
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Heat conduction
: implementation complete, validated against benchmark scenarios.
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Heat convection
: implementation complete, integrated with conduction for coupled heat transfer modeling.
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Phase change dynamics
: solid–liquid transitions modeled, including latent heat effects.
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Target setup
: experiments in
thin domains
, where geometric constraints amplify local phenomena.
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Localization analysis
: leveraging
High-Young’s modulus modeling
to sharpen stress/strain concentration effects.
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Preconditioning techniques
applied to stabilize and accelerate solvers, especially under strong stiffness contrasts.
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Observation goal
: capture emergent patterns of localization during phase transitions in constrained geometries, and evaluate physical plausibility of the numeric animation framework with real-world data alignment.
Lava Simulation based on Wax