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sim2realarXiv:2610.08880

ラグランジュメッシュモーフィングのための物理ベース球充填

Physics-based Sphere Packing for Lagrangian Mesh Morphing

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GPU並列の球充填とドロネー四面体分割を組み合わせ、内部ノードの対応を保ちながら大変形でも破綻しないメッシュモーフィング手法を提案し、ソフトロボットの形状最適化に応用した。

著者: Jiong Lin, Hod Lipson

分類: cs.GR, cs.AI

原文アブストラクト

This paper studies tetrahedral meshes as the body representation for differentiable simulation and computational design. Fixed-connectivity meshes degrade under large morphs, while remeshing from scratch discards node correspondence. We present JamTet, a physics-based sphere-packing framework for volumetric meshing and morphing. We contribute (i) a GPU-parallel mesher combining octree-hierarchical packing with constrained Delaunay tetrahedralization, producing more uniform element volumes than TetGen and fTetWild; (ii) Lagrangian mesh morphing that preserves interior-node identities by re-equilibrating the same spheres within changing shapes and rebuilding the boundary and connectivity, remaining inversion-free where fixed-connectivity and TetSphere meshes invert; and (iii) a differentiable GPU simulator in JAX, with mass-spring edges and a volumetric Neo-Hookean term, integrated with mesh morphing in a design pipeline. In soft-robot morphology design experiments, interior-node gradients improve swimming fitness by 0.73-1.07 over a matched surface-only variant, while voxelized versions of the same designs yield 32-63% lower fitness. These results establish sphere packing as a practical volumetric mesh representation for gradient-based shape optimization. Code and media: under review.

関連論文

PR本紙発行元 EmplifAI