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This site is managed by me, Christopher Batty, a CS prof at the University of Waterloo.
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- Christer Ericson / realtimecollision.net
- Christopher Batty
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Software and Companies
- Algoryx Simulation AB
- Blender
- Box2D
- Bullet
- Chipmunk Physics
- CMLabs
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- Erwin Coumans / Bulletphysics
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- Havok
- Houdini (by SideFX)
- JangaFX (LiquiGen / EmberGen)
- MantaFlow
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- Numerion Software (Carbon)
- NVIDIA Flex
- Open Dynamics Engine
- openSourceVFX.org
- Phoenix FD (Chaos Group)
- Position-Based Dynamics library
- Pulldownit
- RealFlow (NextLimit)
- SCISIM (rigid bodies)
- SOFA Framework
- SPlisHSPlasH – SPH framework
- Syflex
- Vega FEM Library
- Vital Mechanics
- X-Particles (Insydium)
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Monthly Archives: May 2011
Two-Scale Particle Simulation
We propose a two-scale method for particle-based fluids that allocates computing resources to regions of the fluid where complex flow behavior emerges. Our method uses a low- and a high-resolution simulation that run at the same time. While in the … Continue reading
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Efficient Elasticity for Character Skinning with Contact and Collisions
We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral … Continue reading
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Real-time Large-deformation Substructuring
This paper shows a method to extend 3D nonlinear elasticity model reduction to open-loop multi-level reduced deformable structures. Given a volumetric mesh, we decompose the mesh into several subdomains, build a reduced deformable model for each domain, and connect the … Continue reading
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Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid
We present a new Eulerian fluid simulation method, which allows real-time simulations of large scale three dimensional liquids. Such scenarios have hitherto been restricted to the domain of off-line computation. To reduce computation time we use a hybrid grid representation … Continue reading
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Solid Simulation with Oriented Particles
We propose a new fast and robust method to simulate various types of solid including rigid, plastic and soft bodies as well as one, two and three dimensional structures such as ropes, cloth and volumetric objects. The underlying idea is … Continue reading
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HOT: Hodge-Optimized Triangulations
We introduce Hodge-optimized triangulations (HOT), a family of well-shaped primal-dual pairs of complexes designed for fast and accurate computations in computer graphics. Previous work most commonly employs barycentric or circumcentric duals; while barycentric duals guarantee that the dual of each … Continue reading
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On the Velocity of an Implicit Surface
In this article we derive an equation for the velocity of an arbitrary time-evolving implicit surface. Strictly speaking, only the normal component of the velocity is unambiguously defined. This is because an implicit surface does not have a unique parametrization. … Continue reading
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Sparse Meshless Models of Complex Deformable Solids
A new method to simulate deformable objects with heterogeneous material properties and complex geometries is presented. Given a volumetric map of the material properties and an arbitrary number of control nodes, a distribution of the nodes is computed automatically, as … Continue reading
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Frame-Based Elastic Models
We present a new type of deformable model which combines the realism of physically based continuum mechanics models and the usability of frame-based skinning methods. The degrees of freedom are coordinate frames. In contrast with traditional skinning, frame positions are … Continue reading
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Example-Based Elastic Materials
We propose an example-based approach for simulating complex elastic material behavior. Supplied with a few poses that characterize a given object, our system starts by constructing a space of prefered deformations by means of interpolation. During simulation, this example manifold … Continue reading
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