Interactive Space-Time Control of Deformable Objects

Klaus Hildebrandt, Christian Schulz, Christoph von Tycowicz, Konrad Polthier Creating motions of objects or characters that are physically plausible and follow an animator’s intent is a key task in computer animation. The spacetime constraints paradigm is a valuable approach to this problem, but it suffers from high computational costs. Based on spacetime constraints, we propose […]

Versatile Rigid-Fluid Coupling for Incompressible SPH

Nadir Akinci, Markus Ihmsen, Gizem Akinci, Barbara Solenthaler, Matthias Teschner We propose a momentum-conserving two-way coupling method of SPH fluids and arbitrary rigid objects based on hydrodynamic forces. Our approach samples the surface of rigid bodies with boundary particles that interact with the fluid, preventing deficiency issues and both spatial and temporal discontinuities. The problem […]

Adaptive Image-Based Intersection Volume

Bin Wang, Francois Faure, Dinesh Pai A method for image-based contact detection and modeling, with guaranteed precision on the intersection volume, is presented. Unlike previous image-based methods, our method optimizes a non-uniform ray sampling resolution and allows precise control of the volume error. By cumulatively projecting all mesh edges into a generalized 2D texture, we […]

Fast Simulation of Skeleton-Driven Deformable Body Characters

Junggon Kim, Nancy Pollard We propose a fast physically based simulation system for skeleton-driven deformable body characters. Our system can generate realistic motions of self-propelled deformable body characters by considering the two-way interactions among the skeleton, the deformable body, and the environment in the dynamic simulation. It can also compute the passive jiggling behavior of […]

Soft Body Locomotion

Jie Tan, Greg Turk, Karen Liu We present a physically-based system to simulate and control the locomotion of soft body characters without skeletons. We use the finite element method to simulate the deformation of the soft body, and we instrument a character with muscle fibers to allow it to actively control its shape. To perform […]

Tracking Surfaces with Evolving Topology

Morten Bojsen-Hansen, Hao Li, Chris Wojtan We present a method for recovering a temporally coherent, deforming triangle mesh with arbitrarily changing topology from an incoherent sequence of static closed surfaces. We solve this problem using the surface geometry alone, without any prior information like surface templates or velocity fields. Our system combines a proven strategy […]

Parallel Surface Reconstruction for Particle-Based Fluids

Gizem Akinci, Markus Ihmsen, Nadir Akinci, Matthias Teschner This paper presents a novel method that improves the efficiency of high-quality surface reconstructions for particle-based fluids using Marching Cubes. By constructing the scalar field only in a narrow band around the surface, the computational complexity and the memory consumption scale with the fluid surface instead of […]

Unified Spray, Foam, and Bubbles for Particle-Based Fluids

Markus Ihmsen, Nadir Akinci, Gizem Akinci, Matthias Teschner We present a new model for diffuse material, i.e. water–air mixtures, that can be combined with particle-based fluids. Diffuse material is uniformly represented with particles which are classified into spray, foam and air bubbles. Physically motivated rules are employed to generate, advect and dissipate diffuse material. The […]

Reflections on Simultaneous Impact

Breannan Smith, Danny Kaufman, Etienne Vouga, Rasmus Tamstorf, Eitan Grinspun Resolving simultaneous impacts is an open and significant problem in collision response modeling. Existing algorithms in this domain fail to fulfill at least one of five physical desiderata. To address this we present a simple generalized impact model motivated by both the successes and pitfalls […]

Interactive Editing of Deformable Simulations

Jernej Barbic, Funshing Sin, Eitan Grinspun We present an interactive animation editor for complex deformable object animations. Given an existing animation, the artist directly manipulates the deformable body at any time frame, and the surrounding animation immediately adjusts in response. The automatic adjustments are designed to respect physics, preserve detail in both the input motion […]