aiqbench analysis
S4R introduces a novel scale-continuation method to resolve rigid-body interpenetration in procedurally generated scenes, enabling robust physical simulations for large-scale environments with up to 5,000 bodies. By replacing deep corrections with shallow-contact subproblems and optimizing mesh queries, the approach achieves zero reported penetration while maintaining minimal displacement and superior computational efficiency on GPUs. This advancement directly addresses a critical bottleneck in computer graphics and robotics, ensuring downstream applications like physics engines can operate reliably on complex, high-density geometries.
S4R: Scaling for Rigid-Body Interpenetration Resolution
arXiv:2609.20524v1 Announce Type: cross Abstract: Rigid-body interpenetration frequently occurs in procedurally assembled and generated scenes and must be removed before downstream applications such as physical simulation. We present S4R (Scaling for Rigid-Body Interpenetration Resolution), a scale-continuation method for static interpenetration repair. S4R first uniformly shrinks each body about a fixed reference center to a small initial scale, at which the layout is penetration-free, and then restores full scale through a sequence of minimum-norm convex contact quadratic programs (QPs) that target the linearized separation margin during continuation. Resolution thereby replaces one deep correction with a sequence of shallow-contact subproblems. A conservative scale-event bound and frozen-witness gap predictions cut the number of exact mesh queries; the continuation then ends with a full-scale evaluator check and bounded tail refinement. We evaluate S4R on Kubric, HY3D-Bench, and Thingi10K using a shared mesh-level evaluator and a unified per-scene timing protocol. In the main comparisons on all three benchmarks, up to N=5000 bodies, S4R reaches zero reported penetration with displacement that stays small and nearly independent of scene size, and at the lowest wall time within each hardware tier among the compared methods. A GPU implementation extends these results to large-scale scenes. Our code and data can be found on our project page: https://frank-zy-dou.github.io/projects/S4R/index.html.
Abstract:Rigid-body interpenetration frequently occurs in procedurally assembled and generated scenes and must be removed before downstream applications such as physical simulation. We present S4R (Scaling for Rigid-Body Interpenetration Resolution), a scale-continuation method for static interpenetration repair. S4R first uniformly shrinks each body about a fixed reference center to a small initial scale, at which the layout is penetration-free, and then restores full scale through a sequence of minimum-norm convex contact quadratic programs (QPs) that target the linearized separation margin during continuation. Resolution thereby replaces one deep correction with a sequence of shallow-contact subproblems. A conservative scale-event bound and frozen-witness gap predictions cut the number of exact mesh queries; the continuation then ends with a full-scale evaluator check and bounded tail refinement. We evaluate S4R on Kubric, HY3D-Bench, and Thingi10K using a shared mesh-level evaluator and a unified per-scene timing protocol. In the main comparisons on all three benchmarks, up to N=5000 bodies, S4R reaches zero reported penetration with displacement that stays small and nearly independent of scene size, and at the lowest wall time within each hardware tier among the compared methods. A GPU implementation extends these results to large-scale scenes. Our code and data can be found on our project page: this https URL.
ACM Transactions on Graphics 45(6), Article 197 (SIGGRAPH Asia 2026). Project page: this https URL
Graphics (cs.GR); Computational Geometry (cs.CG); Robotics (cs.RO)
I.3.5; I.3.7; I.6.8
arXiv:2609.20524 [cs.GR]
(or arXiv:2609.20524v1 [cs.GR] for this version)
https://doi.org/10.48550/arXiv.2609.20524 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
https://doi.org/10.1145/3842510 Focus to learn more DOI(s) linking to related resources
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Full text under the publisher's open licence · 331 words
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