Parallel Particles (P^2): A Parallel Position Based Approach for Fast and Stable Simulation of Granular Materials

Daniel Holz Granular materials exhibit a large number of diverse physical phenomena which makes their numerical simulation challenging. When set in motion they flow almost like a fluid, while they can present high shear strength when at rest. Those macroscopic effects result from the material’s microstructure: a particle skeleton with interlocking particles which stick to […]

Stylized Keyframe Animation of Fluid Simulations

Mark Browning, Connelly Barnes, Samantha Ritter, Adam Finkelstein We present a method that combines hand-drawn artwork with fluid simulations to produce animated fluids in the visual style of the artwork. Given a fluid simulation and a set of keyframes rendered by the artist in any medium, our system produces a set of in-betweens that visually matches […]

SIGGRAPH Asia 2014

The SIGGRAPH Asia 2014 collection includes: Yarn-level Simulation of Woven Cloth A PPPM Fast Summation Method for Fluids and Beyond Fast and Exact Continuous Collision Detection with Bernstein Sign Classification SPGrid: A Sparse Paged Grid Structure Applied to Adaptive Smoke Simulation Windy Trees: Computing Stress Response for Developmental Tree Models   Transactions on Graphics, to […]

Particle-particle Particle-mesh (PPPM) Fast Summation for Fluids and Beyond

Xinxin Zhang, Robert Bridson Solving the N-body problem, i.e. the Poisson problem with point sources, is a common task in graphics and simulation. The naive direct summation of the kernel function over all particles scales quadratically, rendering it too slow for large problems, while the optimal Fast Multipole Method has drastic implementation complexity and can sometimes […]

Animation of Deformable Bodies with Quadratic Bézier Finite Elements

Adam W. Bargteil, Elaine Cohen In this paper, we investigate the use of quadratic finite elements for graphical animation of deformable bodies. We consider both integrating quadratic elements with conventional linear elements to achieve a computationally efficient adaptive-degree simulation framework as well as wholly quadratic elements for the simulation of non-linear rest shapes. In both […]

Vriphys 2014

I’ve been slow in getting this list together, so without further ado: Continuous Collision Detection Between Points and Signed Distance Fields Massively Parallel Batch Neural Gas for Bounding Volume Hierarchy Construction Massively-Parallel Proximity Queries for Point Clouds Efficient Transfer of Contact-Point Local Deformations in Data-Driven Simulations Using Hermitian Moments A unified topological-physical model for adaptive refinement […]

Continuous Collision Detection Between Points and Signed Distance Fields

Hongyi Xu, Jernej Barbic We present an algorithm for fast continuous collision detection between points and signed distance fields. Such robust queries are often needed in computer animation, haptics and virtual reality applications, but have so far only been investigated for polygon (triangular) geometry representations. We demonstrate how to use an octree subdivision of the […]