This site is dedicated to accumulating and highlighting research in the exciting field of physics-based animation for computer graphics (also variously known as physically-based animation, physical simulation, physics-based modeling, animation physics, or any combination or permutation thereof). In general, the topics that I usually include are rigid bodies, deformable bodies, cloth, articulated bodies, collision detection, meshing, shells, hair, liquids, gases/smoke, explosions, fracture, and the list goes on. I am sticking mainly to “passive” animation along with control techniques for such simulations, but for the most part omitting the large field of human/character animation. I’ve also decided to focus primarily on animation applications, as opposed to including any and all computer graphics papers that touch on physics.

If you have papers, conferences, books, software, courses, or anything else you would like to have noted here, please leave a comment on this page or send me an email.

SaltSpringAbout me: I’m Christopher Batty, an Assistant Professor in the David R. Cheriton School of Computer Science at the University of Waterloo, in Ontario, Canada. If you’re interested in physics-based animation or fluid animation in particular, feel free to get in touch, via email (christopher.batty@uwaterloo.ca) or Twitter (@topher_batty).

I’m always on the lookout for talented potential students so if that describes you, drop me a line and consider applying to Waterloo for a Master’s or PhD!

1 Comment

  1. Mobeen says:

    Just wanted to share my open source cloth simulation code base called OpenCloth. This was the ground work for my PhD which I successfully defended this October. I have shared my implementations so that other researchers and users may benefit. It is simplistically written in C++ and easier to follow for beginners and researchers alike. More details can be found on the project page (http://code.google.com/p/opencloth).

    Current codes contain the complete implementations of (in alphabetical order)
    Co-Rotated Linear FEM
    Explicit Euler integration
    Explicit Euler integration with texture mapping and lighting
    Explicit Euler integration with wind
    Implicit Explicit (IMEX) method
    Implicit integration (Baraff & Witkin’s model)
    Implicit Euler integration
    Meshless FEM
    Position based dynamics
    Semi-Implicit integration (Symplectic Euler)
    Verlet integration
    Verlet integration on CUDA, GLSL (using GPGPU technique) and OpenCL
    WebGL port of Explicit Euler Integration

    I update the sources as I get some time. Currently I am working on the collision aspect so will be updating it soon. Just sharing a useful resource for others.


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