Monthly Archives: August 2007

Real-Time Simulation and Rendering of 3D Fluids

GPU Gems 3 is out, and it contains a chapter on real-time 3D simulation & rendering of fluids (smoke and liquids) on the GPU, and is available as a free sample chapter online. You may have seen some of these … Continue reading

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Animating Corrosion and Erosion

In this paper, we present a simple method for animating natural phenomena such as erosion, sedimentation, and acidic corrosion. We discretize the appropriate physical or chemical equations using finite differences, and we use the results to modify the shape of … Continue reading

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Velocity-Based Shock Propagation for Multibody Dynamics Animation

Multibody dynamics are used in interactive and real-time applications, ranging from computer games to virtual prototyping, and engineering. All these areas strive towards faster and larger scale simulations. Particularly challenging are large-scale simulations with highly organized and structured stacking. We … Continue reading

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Impulse-Based Dynamic Simulation in Linear Time

This paper describes an impulse-based dynamic simulation method for articulated bodies which has a linear time complexity. Existing linear-time methods are either based on a reduced-coordinate formulation or on Lagrange multipliers. The impulse-based simulation has advantages over these well-known methods. … Continue reading

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Fast Fluid Simulation using Residual Distribution Schemes

We present a fast method for physically-based animation of fluids on adaptive, unstructured meshes. Our algorithm is capable of correctly handling large-scale fluid forces, as well as their interaction with elastic objects. Our adaptive mesh representation can resolve boundary conditions … Continue reading

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Solving General Shallow Wave Equations on Surfaces

We propose a new framework for solving General Shallow Wave Equations (GSWE) in order to efficiently simulate water flows on solid surfaces under shallow wave assumptions. Within this framework, we develop implicit schemes for solving the external forces applied to … Continue reading

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Stable Advection-Reaction-Diffusion Systems

Turing first theorized that many biological patterns arise through the processes of reaction and diffusion. Subsequently, reaction-diffusion systems have been studied in many fields, including computer graphics. We first show that for visual simulation purposes, reaction-diffusion equations can be made … Continue reading

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Real-Time Breaking Waves for Shallow Water Simulations

We present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D … Continue reading

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Many Worlds Browsing for Control of Multibody Dynamics

Animation techniques for controlling passive simulation are commonly based on an optimization paradigm: the user provides goals a priori, and sophisticated numerical methods minimize a cost function that represents these goals. Unfortunately, for multibody systems with discontinuous contact events these … Continue reading

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SIGGRAPH Sketches

With SIGGRAPH kicking off next week, thought I’d iterate a (probably incomplete) list of primarily physics-oriented sketches. Is This For Real? Implementing Wave Particles for Real-Time Water Waves With Object Interaction Let’s Get Physical Modal Locomotion: Controlling Passive Elastic Dynamics … Continue reading

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