A Semi-Lagrangian Closest Point Method for Deforming Surfaces

Stefan Auer, Rudiger Westermann We present an Eulerian method for the real-time simulation of intrinsic fluid dynamics effects on deforming surfaces. Our method is based on a novel semi-Lagrangian closest point method for the solution of partial differential equations on animated triangle meshes.We describe this method and demonstrate its use to com- pute and visualize […]

Constrainable Multigrid For Cloth

Inyong Jeon, Kwang-Jin Choi, Tae-Yong Kim, Bong-Ouk Choi, and Hyeong-Seok Ko We present a new technique which can handle both point and sliding constraints in the multigrid (MG) framework. Although the MG method can theoretically perform as fast as O(N), the development of a clothing simulator based on the MG method calls for solving an important technical […]

Multilevel Cloth Simulation using GPU Surface Sampling

N. Schmitt, Martin Knuth, Jan Bender, A. Kuijper Today most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances between particles are equal. In this paper we introduce a cloth simulation that combines both model […]

Physically Based Character Skinning

Crispin Deul, Jan Bender In this paper we present a novel multi-layer model for physically-based character skinning. In contrast to geometric approaches which are commonly used in the field of character skinning, physically-based methods can simulate secondary motion effects. Furthermore, these methods can handle collisions and preserve the volume of the model without the need […]

Versatile Surface Tension and Adhesion for SPH Fluids

Nadir Akinci, Gizem Akinci, Matthias Teschner Realistic handling of fluid-air and fluid-solid interfaces in SPH is a challenging problem. The main reason is that some important physical phenomena such as surface tension and adhesion emerge as a result of inter-molecular forces in a microscopic scale. This is different from scalar fields such as fluid pressure, […]

Interactive Localized Liquid Motion Editing

Zherong Pan, Jin Huang, Yiying Tong, Changxi Zheng, and Hujun Bao Animation techniques for controlling liquid simulation are challenging: they commonly require carefully setting initial and boundary conditions or performing a costly numerical optimization scheme against user-provided keyframes or animation sequences. Either way, the whole process is laborious and computationally expensive. We introduce a novel […]