The visual simulation of natural phenomena has been widely studied. Although several methods have been proposed to simulate melting, the flows of meltwater drops on the surfaces of objects are not taken into account. In this paper, we propose a particle-based method for the simulation of the melting and freezing of ice objects and the […]
In this paper we introduce a novel parallel and interactive SPH simulation and rendering method on the GPU using CUDA which allows for high quality visualization. The crucial particle neighborhood search is based onZ-indexing and parallel sorting which eliminates GPU memory overhead due to grid or hierarchical data structures. Furthermore, it overcomes limitations imposed by […]
The papers program for VRIPHYS 2010 (VRIPHYS = Virtual Reality Interaction and Physical Simulation) has recently been posted here.
We present a simple technique for creating fluid silhouettes described with vector graphics, which we call “Vector Fluid.” In our system, a solid region in the fluid is represented as a closed contour and advected by fluid flow to form a curly and clear shape similar to marbling or sumi-nagashi. The fundamental principle behind our […]
We present a method for directly modeling piles of objects in multibody simulations. Piles of objects represent some of the more interesting, but also most time-consuming portion of simulation. We propose a method for reducing computation in many of these situations by explicitly modeling the piles that the objects may form into. By modeling pile […]
This paper introduces a fully-Eulerian interface tracking framework that preserves the fine details of liquids. Unlike existing Eulerian methods, the proposed framework shows good mass conservation even though it does not employ conventional Lagrangian elements. In addition, it handles complex merging and splitting of interfaces robustly due to the implicit representation. To model the interface […]