Robust and Efficient Penetration-Free Elastodynamics without Barriers

Juntian Zheng1, Zhaofeng Luo1, Minchen Li1 2

1 Carnegie Mellon University   2 Genesis AI

ACM Transactions on Graphics, 2026 (presentation at SIGGRAPH 2026)

Paper Supplementary Video

Code & data coming soon!

Squishy balls compressed by a moving boundary
Squishy balls under extreme compression. Five elastic squishy balls are compressed by a moving boundary to extreme stress, generating dense contacts, and then released to rebound. The scene contains 2.61M DoFs, 2.25M tetrahedra, and generates up to 1.45M active contact constraints. With significantly fewer Newton iterations and better conditioning, we achieve a 98.5× speedup over GIPC [Huang et al. 2024], averaging 5.37 s per frame.

Abstract

We introduce a barrier-free optimization framework for non-penetration elastodynamic simulation that matches the robustness of Incremental Potential Contact (IPC) while overcoming its two primary efficiency bottlenecks: (1) reliance on logarithmic barrier functions to enforce non-penetration constraints, which leads to ill-conditioned systems and significantly slows down the convergence of iterative linear solvers; and (2) the time-of-impact (TOI) locking issue, which restricts active-set exploration in collision-intensive scenes and requires a large number of Newton iterations. We propose a novel second-order constrained optimization framework featuring a custom augmented Lagrangian solver that avoids TOI locking by immediately incorporating all requisite contact pairs detected via CCD, enabling more efficient active-set exploration and leading to significantly fewer Newton iterations. By adaptively updating Lagrange multipliers rather than increasing penalty stiffness, our method prevents stagnation at zero TOI while maintaining a well-conditioned system. We further introduce a constraint filtering and decay mechanism to keep the active set compact and stable. A comprehensive set of experiments demonstrates the efficiency, robustness, finite-step termination, and first-order time integration accuracy of our method under a cumulative TOI-based termination criterion. With a GPU-optimized simulator design, our method achieves an up to 103x speedup over GIPC on challenging, contact-rich benchmarks - scenarios that were previously tractable only with barrier-based methods.

Video Demos

No barrier energies used in these demos.

Experiment Highlights

From rigorous validation tests to high-stress contact and solver comparisons, these experiments highlight the robustness and efficiency of our barrier-free formulation.

Validation

Convergence under temporal refinement

Colliding soft spheres demonstrate first-order convergence as the time step is refined against a Δt = 10-4 s reference solution.

Accurate friction near the sliding threshold

Cubes on a 26.6° slope reproduce the expected frictional behavior as the coefficient varies from 0.45 to 0.55 around the sliding threshold.

Stress Tests

Large contact radius without false contacts

For a sphere with 50k vertices, our active contact count stays near 4.3k as the radius increases, while IPC exceeds 107 contacts and runs out of memory.

Robust extreme-speed impact

A pig strikes a fixed thin plate at 100 m/s, compresses into a thin layer, and rebounds while the simulation remains penetration-free throughout.

Solver Behavior And Comparisons

Fast progress toward termination

At frame 200 with 103,946 contacts, our method advances TOI faster than GIPC and requires 4.24× fewer Newton iterations on average; solid and dashed lines show per-iteration and accumulated advances, resp.

Better conditioned systems

Under extreme compression, our formulation yields condition numbers about 2 orders of magnitude smaller than IPC, with PCG averaging 63.1 iterations.

Comparison with Cubic Barrier [Ando 2024]

This trapped squishy-ball benchmark provides a dense-contact comparison with Cubic Barrier, where our method achieves up to 84.4× faster performance.

Comparison with OGC [Chen et al. 2025]

In this stacked-cloth case, OGC uses 30 substeps and 30 iterations per time step yet runs slower and exhibits locking artifacts.

BibTeX

@article{zheng2026barrierfree,
  author     = {Zheng, Juntian and Luo, Zhaofeng and Li, Minchen},
  title      = {Robust and Efficient Penetration-Free Elastodynamics without Barriers},
  journal    = {ACM Trans. Graph.},
  year       = {2026},
  month      = apr,
  publisher  = {Association for Computing Machinery},
  address    = {New York, NY, USA},
  issn       = {0730-0301},
  doi        = {10.1145/3811035},
  url        = {https://doi.org/10.1145/3811035}
}