Summary
This work presents a GNN-based rigid-body simulator augmented with learned signed distance fields (SDFs). The core idea is to connect surface nodes between objects by testing whether their signed distances are within a certain threshold. This way, the resultant graph networks have sparser edges than prior works, enabling larger-scale simulations of rigid bodies with contacts and collisions. The paper evaluated the proposed GNN simulator on synthetic and real-world scenes.
Strengths
The paper is well written. The main idea is very straightforward to follow and easy to implement. Obviously, using SDFs for rigid-body collision detection is not new in physics animation, but marrying it to a GNN rigid-body simulator looks new to me. For this particular problem setting in this paper (many rigid bodies with frequent contact), using SDF to prune the collision edges is very reasonable.
The large-scale scenes are also nice. While classic numerical simulators can handle these scenes without trouble, I don’t know any existing GNN-based simulators that can solve such big scenes and generate visually plausible results. However, I am not an expert in GNN, so I may have missed some state-of-the-art GNN simulation papers.
Weaknesses
I have one particular concern with the overall storytelling in the paper. The paper keeps drawing comparisons with mesh-based GNN simulators in its introduction, method description, and experiments, e.g., choosing MeshGraphNet and DPI as baselines. I think the overall storytelling is a bit biased and occasionally misleading, without stating the pros and cons of mesh-based GNNs fairly. Methods like MeshGraphNet and DPI can represent deformable objects and fluids, which are more complicated physical systems than rigid bodies. The proposed method in this paper enjoys the benefits of SDFs in collision handling because it focuses on rigid bodies only. For collisions between deformable bodies like those in MeshGraphNet and DPI, a precomputed SDF is not possible because shapes deform over time. Therefore, comparing this paper with MeshGraphNet and DPI is neither fair nor necessary: one wouldn’t use particle systems like DPI to simulate rigid bodies in the first place. I think the paper needs to provide a much more balanced statement about these methods. At a minimum, it should inform readers that by introducing SDFs in this new GNN simulation framework, it is no longer obvious to resolve deformable solids and fluids with contact that previous mesh-based GNNs can typically handle.
Questions
I am not sure about one critical technical detail in the method. From what I understand, the collision edges need to be dynamically created and updated during simulation: at each time step, based on the current relative positions of these objects, one checks the vertices from one object in the SDFs of another object. If the distance is smaller than a threshold, collision edges are then created. This process has to be computed on the fly. Could you confirm whether my understanding is correct?
Lines 69-71 suggest acceleration structures like BVH often rely on CPU implementations that are difficult to accelerate. BVH trees on GPUs are actually common, well-known, and efficient, e.g., “Fast Parallel Construction of High-Quality Bounding Volume Hierarchies” and “ "Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees." It might be good to tone down the claim here.
Constructing SDFs: Did the paper construct a narrow-band SDF or the full SDF on the whole grid as the training data for the network to fit? Also, did the network encourage unit SDF gradient norm during training?
Computing closest points: Equation 1 is correct in theory. In practice, due to the numerical representation of SDFs, one needs to apply Eqn 1 multiple times before obtaining a fairly accurate closest point on the zero-level set.
SDF-based inter-object edges: I am not sure I get the O(K^2) complexity for mesh-based simulators. Such simulators rarely go over all O(K^2) pairs in a brute-force manner. Instead, they apply broad-phase and narrow-phase collision detections to prune many pairs.
Limitations
The two large-scale scenes (Spheres-in-Bowl and Shoes) are nice, but both of them have some limitations. For the sphere scene, using a neural SDF is an overkill: collision detections between spheres can be computed in its closed form. For the Shoes, only one SDF is needed. These scenes are visually pleasing, but I don’t think they have touched the “true” large-scale rigid-body simulation with contact for the two reasons above. A “true” large-scale scene would be many rigid bodies with various shapes.
Overall, I think I lean positive. Moderately rewriting certain text should address most of my concerns with the paper.