High-Resolution Interaction with Corotational Coarsening Models

Rosell Torres, Alejandro Rodríguez, José Miguel Espadero, Miguel A. Otaduy This paper presents a numerical coarsening method for corotational elasticity, which enables interactive large deformation of high-resolution heterogeneous objects. Our method derives a coarse elastic model from a high-resolution discretization of corotational elasticity with high-resolution boundary conditions. This is in contrast to previous coarsening methods, […]

Dispersion Kernels for Water Wave Simulation

José A. Canabal, David Miraut, Nils Thürey, Theodore Kim, Javier Portilla, Miguel A. Otaduy We propose a method to simulate the rich, scale-dependent dynamics of water waves. Our method preserves the dispersion properties of real waves, yet it supports interactions with obstacles and is computationally efficient. Fundamentally, it computes wave accelerations by way of applying […]

Enriching Triangle Mesh Animations with Physically Based Simulation

Yijing Li, Hongyi Xu, Jernej Barbič We present a system to combine arbitrary triangle mesh animations with physically based Finite Element Method (FEM) simulation, enabling control over the combination both in space and time. The input is a triangle mesh animation obtained using any method, such as keyframed animation, character rigging, 3D scanning, or geometric […]

An Efficient Hybrid Incompressible SPH Solver with Interface Handling for Boundary Conditions

Tetsuya Takahashi, Yoshinori Dobashi, Tomoyuki Nishita, Ming Lin We propose a hybrid Smoothed Particle Hydrodynamics solver for efficiently simulating incompressible fluids using an interface handling method for boundary conditions in the pressure Poisson equation. We blend particle density computed with one smooth and one spiky kernel to improve the robustness against both fluid-fluid and fluid-solid […]

A Multilevel SPH Solver with Unified Solid Boundary Handling

Tetsuya Takahashi, Ming Lin We propose a geometric multilevel solver for efficiently solving linear systems arising from particle-based methods. To apply this method to particle systems, we construct the hierarchy, establish the correspondence between solutions at the particle and grid levels, and coarsen simulation elements taking boundary conditions into account. In addition, we propose a […]

SIGGRAPH Asia 2016

Vivace: a Practical Gauss-Seidel Method for Stable Soft Body Dynamics High-Resolution Interaction with Corotational Coarsening Models Descent Methods for Elastic Body Simulation on the GPU Reconstructing Personalized Anatomical Models for Physics-based Body Animation SMASH: Data-driven Authoring of Physically Valid Collisions Eulerian Solid-Fluid Coupling A scalable Schur-complement fluids solver for heterogeneous compute platforms Dispersion Kernels for […]

Real-Time Oil Painting on Mobile Hardware

Tuur Stuyck, Fang Da, Sunil Hadap, Philip Dutré This paper presents a realistic digital oil painting system, specifically targeted at the real-time performance on highly resource constrained portable hardware such as tablets and iPads. To effectively use the limited computing power, we develop an efficient adaptation of the Shallow Water Equations that models all the […]

Space-time sculpting of liquid animation

Pierre-Luc Manteaux, Ulysse Vimont, Chris Wojtan, Damien Rohmer, Marie-Paule Cani We propose an interactive sculpting system for seamlessly editing pre-computed animations of liquid, without the need for any re-simulation. The input is a sequence of meshes without correspondences representing the liquid surface over time. Our method enables the efficient selection of consistent space-time parts of […]

Projective Fluids

Marcel Weiler, Dan Koschier, Jan Bender We present a new method for particle based fluid simulation, using a combination of Projective Dynamics and Smoothed Particle Hydrodynamics (SPH). The Projective Dynamics framework allows the fast simulation of a wide range of constraints. It offers great stability through its implicit time integration scheme and is parallelizable in […]

Simulating Visual Geometry

Matthias Müller, Nuttapong Chentanez, Miles Macklin In computer graphics, simulated objects typically have two or three different representations, a visual mesh, a simulation mesh and a collection of convex shapes for collision handling. Using multiple representations requires skilled authoring and complicates object handing at run time. It can also produce visual artifacts such as a […]