A Level-set Method for Skinning Animated Particle Data

Haimasree Bhattacharya, Yue Gao, Adam W. Bargteil In this paper, we present a straightforward, easy to implement method for particle skinning—generating surfaces from animated particle data. We cast the problem in terms of constrained optimization and solve the optimization using a level-set approach. The optimization seeks to minimize the thin-plate energy of the surface, while […]

Eulerian Solid Simulation with Contact

David I. W. Levin, Joshua Litven, Garrett L. Jones, Shinjiro Sueda, Dinesh K. Pai Simulating viscoelastic solids undergoing large, nonlinear deformations in close contact is challenging. In addition to inter-object contact, methods relying on Lagrangian discretizations must handle degenerate cases by explicitly remeshing or resampling the object. Eulerian methods, which discretize space itself, provide an […]

Sensitive Couture for Interactive Garment Editing and Modeling

Nobuyuki Umetani, Danny M. Kaufman, Takeo Igarashi, Eitan Grinspun We present a novel interactive tool for garment design that enables, for the first time, interactive bidirectional editing between 2D patterns and 3D high-fidelity simulated draped forms. This provides a continuous, interactive, and natural design modality in which 2D and 3D representations are simultaneously visible and […]

Physics-inspired Upsampling for Cloth Simulation in Games

Ladislav Kavan, Dan Gerszewski, Peter-Pike Sloan, Adam W. Bargteil We propose a method for learning linear upsampling operators for physically-based cloth simulation, allowing us to enrich coarse meshes with mid-scale details in minimal time and memory budgets, as required in computer games. In contrast to classical subdivision schemes, our operators adapt to a specific context […]

Element-Wise Mixed Implicit-Explicit Integration for Stable Dynamic Simulation of Deformable Objects

Basil Fierz, Jonas Spillman, Matthias Harders In order to evolve a deformable object in time, the underlying equations of motion have to be numerically integrated. This is commonly done by employing either an explicit or an implicit integration scheme. While explicit methods are only stable for small time steps, implicit methods are unconditionally stable. In […]

A Particle-based Method for Preserving Fluid Sheets

Ryoichi Ando, Reiji Tsuruno We present a new particle-based method that explicitly preserves thin fluid sheets for animating liquids. Our primary contribution is a meshless particle-based framework that splits at thin points and collapses at dense points to prevent the breakup of liquid. In contrast to existing surface tracking methods, the proposed framework does not […]

SPH Granular Flow with Friction and Cohesion

Ivan Alduan, Miguel Otaduy Combining mechanical properties of solids and fluids, granular materials pose important challenges for the design of algorithms for realistic animation. In this paper, we present a simulation algorithm based on smoothed particle hydrodynamics (SPH) that succeeds in modeling important features of the behavior of granular materials. These features are unilateral incompressibility, […]

Physics-based Character Skinning using Multi-Domain Subspace Deformations

Theodore Kim, Doug L. James We propose a domain-decomposition method to simulate articulated deformable characters entirely within a subspace framework. The method supports quasistatic and dynamic deformations, nonlinear kinematics and materials, and can achieve interactive time-stepping rates. To avoid artificial rigidity, or “locking,” associated with coupling low-rank domain models together with hard constraints, we employ […]

Mass and Momentum Conservation for Fluid Simulation

Michael Lentine, Mridul Aanjaneya, Ronald Fedkiw Momentum conservation has long been used as a design principle for solid simulation (e.g. collisions between rigid bodies, mass-spring elastic and damping forces, etc.), yet it has not been widely used for fluid simulation. In fact, semi-Lagrangian advection does not conserve momentum, but is still regularly used as a […]

Mathematical Foundation of the Optimization-Based Fluid Animation Method

Kenny Erleben, Marek Misztal, J. Andreas Baerentzen We present the mathematical foundation of a fluid animation method for unstructured meshes. Key contributions not previously treated are the extension to include diffusion forces and higher order terms of non-linear force approximations. In our discretization we apply a fractional step method to be able to handle advection […]