There are some Eurographics 2012 papers on physics-based animation topics…
- Explicit Mesh Surfaces for Particle Based Fluids
- Super-Clothoids
- Data-Driven Estimation of Cloth Simulation Models
- Computational Design of Rubber Balloons
STAR reports:
The science of simulating physics for human visual consumption.
There are some Eurographics 2012 papers on physics-based animation topics…
STAR reports:
Jihun Yu, Chris Wojtan, Greg Turk, Chee Yap
We introduce the idea of using an explicit triangle mesh to track the air/fluid interface in a smoothed particle hydrodynamics (SPH) simulator. Once an initial surface mesh is created, this mesh is carried forward in time using nearby particle velocities to advect the mesh vertices. The mesh connectivity remains mostly unchanged across time-steps; it is only modified locally for topology change events or for the improvement of triangle quality. In order to ensure that the surface mesh does not diverge from the underlying particle simulation, we periodically project the mesh surface onto an implicit surface defined by the physics simulation. The mesh surface gives us several advantages over previous SPH surface tracking techniques. We demonstrate a new method for surface tension calculations that clearly outperforms the state of the art in SPH surface tension for computer graphics. We also demonstrate a method for tracking detailed surface information (like colors) that is less susceptible to numerical diffusion than competing techniques. Finally, our temporally-coherent surface mesh allows us to simulate high-resolution surface wave dynamics without being limited by the particle resolution of the SPH simulation.
Landon Boyd, Robert Bridson
Physically-based liquid animations often ignore the influence of air, giving up interesting behaviour. We present a new method which treats both
air and liquid as incompressible, more accurately reproducing the reality observed at scales relevant to computer animation. The Fluid Implicit Particle (FLIP) method, already shown to effectively simulate incompressible fluids with low numerical dissipation, is extended to two-phase flow by associating a phase bit with each particle. The liquid surface is reproduced at each time step from the particle positions, which are adjusted to prevent mixing near the surface and to allow for accurate surface tension. The liquid surface is adjusted around small-scale features so they are represented in the grid-based pressure projection, while separate, loosely coupled velocity fields reduce unwanted influence between the phases. The resulting scheme is easy to implement, requires little parameter tuning and is shown to reproduce lively two-phase fluid phenomena.
Efficient Computational Methods for Phyically-Based Simulation – Bernhard Thomaszewski, Tuebingen
Practical Methods for Simulation of Compressible Flow and Structure Interactions – Nipun Kwatra, Stanford
Coupled Simulation of Deformable Solids, Rigid Bodies, and Fluids – Craig Schroeder, Stanford
Strand-Based Musculotendon Simulation of the Hand – Shinjiro Sueda, UBC
Eulerian Geometric Discretizations of Manifolds and Dynamics – Patrick Mullen, Caltech
Efficient, Scalable Traffic and Compressible Fluid Simulations using Hyperbolic Models – Jason Sewall, UNC
Are there other recent ones I’m missing? Let me know.