Strain-Based Dynamics

Matthias Mueller, Nuttapong Chentanez, Tae-Yong Kim, Miles Macklin We propose a new set of constraints within the Position Based Dynamics (PBD) framework that allow the control of strain in directions that are independent of the edge directions of the simulation mesh. Instead of constraining distances between points, we constrain the entries of the Green – St Venant […]

A Reduced Model for Interactive Hairs

Menglei Chai, Changxi Zheng, Kun Zhou Realistic hair animation is a crucial component in depicting virtual characters in interactive applications. While much progress has been made in high-quality hair simulation, the overwhelming computation cost hinders similar fidelity in realtime simulations. To bridge this gap, we propose a data-driven solution. Building upon precomputed simulation data, our […]

Unified Particle Physics for Real-Time Applications

Miles Macklin, Matthias Müller, Nuttapong Chentanez, and Tae-Yong Kim We present a unified dynamics framework for real-time visual effects. Using particles connected by constraints as our fundamental building block allows us to treat contact and collisions in a unified manner, and we show how this representation is flexible enough to model gases, liquids, deformable solids, […]

Robust Hair Capture Using Simulated Examples

Liwen Hu, Chongyang Ma, Linjie Luo, and Hao Li We introduce a data-driven hair capture framework based on example strands generated through hair simulation. Our method can robustly reconstruct faithful 3D hair models from unprocessed input point clouds with large amounts of outliers. Current state-of-the-art techniques use geometrically-inspired heuristics to derive global hair strand structures, […]

Inverse-Foley Animation: Synchronizing rigid-body motions to sound

Timothy R. Langlois and Doug L. James In this paper, we introduce Inverse-Foley Animation, a technique for optimizing rigid-body animations so that contact events are synchronized with input sound events. A precomputed database of randomly sampled rigid-body contact events is used to build a contact-event graph, which can be searched to determine a plausible sequence of […]

Space-Time Editing of Elastic Motions through Material Optimization and Reduction

Siwang Li, Jin Huang, Fernando de Goes, Xiaogang Jin, Hujun Bao, and Mathieu Desbrun We present a novel method for elastic animation editing with spacetime constraints. In a sharp departure from previous approaches, we not only optimize control forces added to a linearized dynamic model, but also optimize material properties to better match user constraints […]

SIGGRAPH 2014 papers

Here they are thus far: Multimaterial Mesh-Based Surface Tracking Blending Liquids Adaptive Tearing and Cracking of Thin Sheets Codimensional Surface Tension Flow on Simplicial Complexes Defending Continuous Collision Detection Against Errors Physics-Inspired Adaptive Fracture Refinement Detailed Water with Coarse Grids: Combining Surface Meshes and  Adaptive Discontinuous Galerkin Smoke Rings from Smoke Projective Dynamics: Fusing Constraint Projections […]

Multimaterial Mesh-Based Surface Tracking

Fang Da, Christopher Batty, Eitan Grinspun We present a triangle mesh-based technique for tracking the evolution of three-dimensional multimaterial interfaces undergoing complex deformations. It is the first non-manifold triangle mesh tracking method to simultaneously maintain intersection-free meshes and support the proposed broad set of multimaterial remeshing and topological operations. We represent the interface as a […]

Blending Liquids

Karthik Raveendran, Chris Wojtan, Nils Thuerey, Greg Turk We present a method for smoothly blending between existing liquid animations. We introduce a semi-automatic method for matching two existing liquid animations, which we use to create new fluid motion that plausibly interpolates the input. Our contributions include a new space-time non-rigid iterative closest point algorithm that […]

Adaptive Tearing and Cracking of Thin Sheets

Tobias Pfaff, Rahul Narain, Juan Miguel de Joya, and James F. O’Brien This paper presents a method for adaptive fracture propagation in thin sheets. A high-quality triangle mesh is dynamically restructured to adaptively maintain detail wherever it is required by the simulation. These requirements include refining where cracks are likely to either start or advance. Refinement ensures that […]