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新论文 · v1arXiv:2611.12162

Same Physics, Different Gradients: A State-of-the-Art Report on Differentiable Physics Simulation

Lei Shu, Zizhou Huang, Yunuo Chen, Yifei Li, Tao Du, Minchen Li, Tuur Stuyck, Miles Macklin 等 18 位作者

原文摘要

Differentiable simulation propagates derivatives through a physics simulator, turning animation, system identification, control, and computational design into gradient-based optimization. Engines differ in the physics they model and, less visibly, in which mathematical object they differentiate. We separate two questions the literature conflates. The referent is which object the returned derivative belongs to: the finite computation that executed, the converged equation it approximates, or the continuous dynamics. The realization describes the organization of the backward pass: automatically generated differentiation, an equation-level adjoint solve, or a custom adjoint. The referent defines the target against which exactness is assessed; the implementation determines how accurately that target is approximated. Cost depends on the realization together with how the states needed by the backward pass are retained or recovered. Crossing the axes places every method and engine we classify in a cell, separates claims the literature merges, and shows that the apparent trade-off between exactness and memory follows from how methods have been built rather than from a constraint. A second, orthogonal taxonomy covers contact, where the map is non-smooth. We then ask whether a correct gradient helps. Four mechanisms by which useful gradients are lost are cataloged and measured on one testbed, where the advantage of the exact derivative over the equation-level adjoint depends on where the fitting target comes from as much as on the solver budget, and we review the evidence that zeroth-order methods can outperform simulator gradients in the regimes where those mechanisms act. The model classes, systems techniques and applications are surveyed through this lens, and we close with a reporting checklist, a released diagnostic that computes it, and a research agenda.

cs.GR · cs.CV · cs.LG · cs.RO · math.NA

新论文 · v1arXiv:2611.11087

SoftPAT3D: Physics-Augmented Text-to-3D Scene Generation with Deformables

Lei Shu, Alberta Longhini, Leonidas Guibas, Gordon Wetzstein, Jeannette Bohg

原文摘要

We present SoftPAT3D, a physics-augmented framework for text-to-3D scene generation in which deformable objects, such as cloth, stuffed toys and ropes, are generated as physically valid, simulation-ready bodies and placed in intersection-free contact with the furniture that supports them, with one another and with themselves. Existing physics-augmented pipelines simulate rigid bodies only and cannot accommodate a generated deformable object, which text-to-3D generation returns as a geometrically invalid mesh, sometimes self-intersecting, that has no rest shape, no material model and no admissible initial state. These are the inputs a deformable simulation requires, and we construct each from information already in the pipeline. The rest shape comes from how the object is manufactured rather than from the generated physically inconsistent deformed configuration, and a material library assigns each deformable object its initial elastic parameters, which can then be optimized. The occluded support is regenerated and converted into a watertight collision mesh, each object is released from an optimizable placement above the supporting part that the prompt specifies, and the complete scene is driven to static equilibrium under one unified contact model, with completion verified by geometric checks and a vision-language model. When a scene fails the prompt, a grid search over placements corrects it, and the adjoint of a differentiable simulation of the same contact energy reaches the targets the grid does not, places several bodies jointly and recovers and optimizes material parameters. Multi-body scenes equilibrate in a single simulation, and the pipeline also runs from the text prompt alone. On all sixty-five prompts, SoftPAT3D produces no undesired interpenetration of any kind, whereas every other system does, and its scenes directly support scene editing and robotic manipulation.

cs.CV · cs.GR · cs.RO