Eurographics 2017

Interactive Paper Tearing Geometric Stiffness for Real-time Constrained Multibody Dynamics Primal-Dual Optimization for Fluids Enriching Facial Blendshape Rigs with Physical Simulation Real-Time Oil Painting on Mobile Hardware (CGF paper)

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 […]

Versatile Interactions at Interfaces for SPH-Based Simulations

Tao Yang, Ming C. Lin, Ralph R. Martin, Jian Chang, and Shi-Min Hu The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit multiple interactions at different interfaces. For instance, when cracking an egg, there […]

SCA 2016 papers

Simulation-related papers from Symposium on Computer Animation 2016: ADMM ⊇ Projective Dynamics: Fast Simulation of General Constitutive Models Compressing Fluid Subspaces Art-Directed Muscle Simulation for High-End Facial Animation Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching Enriching SPH Simulation by Approximate Capillary Waves Topology-Aware Neighborhoods for Point-Based Simulation and Reconstruction Versatile Interactions at Interfaces […]

SIGGRAPH 2016

SIGGRAPH 2016 papers: Ebb: A DSL for Physical Simulation on CPUs and GPUs Pose-Space Subspace Dynamics Surface-Only Liquids Generalized Non-reflecting Boundaries for Fluid Re-Simulation Fast Approximations for Boundary Element Based Brittle Fracture Simulation Resolving Fluid Boundary Layers with Particle Strength Exchange and Weak Adaptivity Drucker-Prager Elastoplasticity for Sand Animation A Semi-Implicit Material Point Method for […]

Boundary detection in particle-based fluids

Marcos Sandim, Douglas Cedrim, Luis Gustavo Nonato, Paulo Pagliosa, and Afonso Paiva This paper presents a novel method to detect free-surfaces on particle-based volume representation. In contrast to most particle-based free-surface detection methods, which perform the surface identification based on physical and geometrical properties derived from the underlying fluid flow simulation, the proposed approach only […]

CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation

Min Tang, Huamin Wang, Le Tang, Ruofeng Tong, Dinesh Manocha We present a novel GPU-based approach to robustly and efficiently simulate high-resolution and complexly layered cloth. The key component of our formulation is a parallelized matrix assembly algorithm that can quickly build a large and sparse matrix in a compressed format and accurately solve linear […]

Eurographics 2016

Eurographics 2016, in Lisbon Portugal, will feature the following physics-related papers: Narrow Band FLIP for Liquid Simulations CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation A Practical Method for High-Resolution Embedded Liquid Surfaces Modeling and Estimation of Energy-Based Hyperelastic Objects Dexterous Manipulation of Cloth Boundary Detection in Particle-Based Fluids Combining Uplift […]

SIGGRAPH Asia 2015

SIGGRAPH Asia 2015: Surface Turbulence for Particle-Based Liquid Simulations A unified approach for subspace simulation of deformable bodies in multiple domains A Chebyshev semi-iterative approach for accelerating projective and position-based dynamics Wetbrush: GPU-based 3D painting simulation at the bristle level Expediting Precomputation for Reduced Deformable Simulation Fast Multiple-fluid Simulation Using Helmholtz Free Energy Nested Cages […]

SCA 2015

Symposium on Computer Animation, 2015 edition: Illuminating Ideas! A new sharp-crease bending element for folding and wrinkling surfaces and volumes Real-Time Dynamic Wrinkling of Coarse Animated Cloth Fully Momentum-Conserving Reduced Deformable Bodies with Collision, Contact, Articulation, and Skinning Efficient Simulation of Knitted Cloth Using Persistent Contacts Multifarious Hierarchies of Mechanical Models for Artist Assigned Level-of-Detail […]