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This site is managed by me, Christopher Batty, a CS prof at the University of Waterloo.
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- Christopher Batty
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Software and Companies
- Algoryx Simulation AB
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- Erwin Coumans / Bulletphysics
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- NVIDIA Flex
- Open Dynamics Engine
- openSourceVFX.org
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- Position-Based Dynamics library
- Pulldownit
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- SCISIM (rigid bodies)
- SOFA Framework
- SPlisHSPlasH – SPH framework
- Syflex
- Vega FEM Library
- Vital Mechanics
- X-Particles (Insydium)
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Monthly Archives: December 2008
Simulation of Two-Phase Flow with Sub-Scale Droplets and Bubble Effects
We present a new Eulerian-Lagrangian method for physics-based simulation of fluid flow, which includes automatic generation of sub-scale spray and bubbles. The Marker Level Set method is used to provide a simple geometric criterion for free marker generation. A filtering … Continue reading
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Real-Time Fluid Simulation Using Discrete Sine/Cosine Transforms
Recent advances in fluid simulations have yielded exceptionally realistic imagery. However, most algorithms have computational requirements that are prohibitive for real-time simulations. Using Fourier based solutions mitigates this issue, although due to wraparound, boundary conditions are not naturally available, leading … Continue reading
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Implicit Contact Handling for Deformable Objects
We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of … Continue reading
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Mixing Fluids and Granular Materials
Fluid animations in computer graphics show interactions with various kinds of objects. However, fluid flowing through a granular material such as sand is still not possible within current frameworks. In this paper, we present the simulation of fine granular materials … Continue reading
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Scalable Real-Time Animation of Rivers
Many recent games and applications target the interactive exploration of realistic large scale worlds. These worlds consist mostly of static terrain models, as the simulation of animated fluids in these virtual worlds is computation- ally expensive. Adding flowing fluids, such … Continue reading
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Hydraulic Erosion Using Smoothed Particle Hydrodynamics
This paper presents a new technique for modification of 3D terrains by hydraulic erosion. It efficiently couples fluid simulation using a Lagrangian approach, namely the Smoothed Particle Hydrodynamics (SPH) method, and a physically-based erosion model adopted from an Eulerian approach. … Continue reading
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Parallel Simulation of Inextensible Cloth
This paper presents an efficient simulation method for parallel cloth simulation. The presented method uses an impulse-based approach for the simulation. Cloth simulation has many application areas like computer animation, computer games or virtual reality. Simulation methods often make the … Continue reading
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A Geometric Deformation Model for Stable Cloth Simulation
We propose an adapted shape-matching approach for the efficient and robust simulation of clothing. A combination of two different cluster types is employed to account for high stretching and shearing, and low bending resistance. Due to the inherent handling of … Continue reading
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Seams and Bending in Cloth Simulation
Accurate modeling of bending behavior is one of the most important tasks in the field of cloth simulation. Bending stiffness is probably the most significant material parameter describing a given textile. Much work has been done in recent years to … Continue reading
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Corotated Finite Elements Made Fast and Stable
Multigrid finite-element solvers using the corotational formulation of finite elements provide an attractive means for the simulation of deformable bodies exhibiting linear elastic response. The separation of rigid body motions from the total element motions using purely geometric methods or … Continue reading
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