SIGGRAPH 2013 Papers

SIGGRAPH 2013 papers are starting to sprout up online. As always, Ke-Sen Huang’s full list is available here. Drop me a line if you know of any relevant physics animation-related papers I’m missing so far.

 

TOG papers to be presented:

Fast Simulation of Inextensible Hair and Fur

Matthias Mueller, Tae-Young Kim, Nuttapong Chentanez

In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not present on characters in computer games or modeled with simplified textured meshes. The main difficulty of simulating hair in real time applications is the sheer number of hair strands and the fact that each hair is inextensible. Keeping thousands of deformable objects from being stretched is computationally expensive. In this paper, we present a robust method for simulating hair and fur that guarantees inextensiblity with a single iteration per frame. For an iteration count this low, existing methods either become unstable or introduce a substantial amount of stretching. Our method is geometric in nature and able to simulate thousands of inextensible hair strands in real time.

Fast Simulation of Inextensible Hair and Fur

A Prediction-Correction Approach for Stable SPH Fluid Simulation from Liquid to Rigid

Francois Dagenais, Jonathan Gagnon, Eric Paquette

The simulation of highly viscous fluids using an SPH (Smoothed Particle Hydrodynamics) approach is a tedious task. Since the equations are typically posed as stiff problems, simulating highly viscous fluids involves strong forces applied to the particles. With these strong forces, a very small time step is needed to keep the simulation stable and produce good results. The approach detailed in this paper uses an iterative prediction-correction scheme to optimize forces that act on the fluid, in order to produce a behavior that varies from liquid to solid. This approach significantly reduces the computation times when the fluid is very viscous and almost rigid. At every time step, each particle position is predicted. The deformation is then compared with a target deformation and forces are adjusted to counteract the deformation. In addition to requiring lengthy computation times and tedious adjustment of time step to maintain a stable simulation, typical SPH simulators make it difficult to achieve the desired behavior. This difficulty is caused by the highly non-linear effect that the viscosity has on the behavior of the fluid. Compared to the typical viscosity parameter which varies from zero to infinity, the proposed rigidity parameter is easier to control, providing an intuitive variation from 0 (liquid) to 1 (solid). Since simulating high viscosity fluids is subject to large computation times and instabilities, we complement the proposed model with some important improvements. Firstly, an improved time step adjustment is proposed that results in both reduced computation times and increased stability. Secondly, an implicit temperature diffusion provides stable melting and solidification, regardless of the size of the time step. Thirdly, a constraint propagation provides faster convergence of the rigid forces to visually realistic behaviors. Together, these improvements and the proposed model allow the simulation of fluids with viscous behaviors that were very difficult, if not impossible, to simulate with current SPH approaches.

A Prediction-Correction Approach for Stable SPH Fluid Simulation from Liquid to Rigid

Real-Time Fluid Effects on Surfaces using the Closest Point Method

S. Auer, C. B. MacDonald, M. Treib, J. Schneider, R. Westermann

The Closest Point Method (CPM) is a method for numerically solving partial differential equations (PDEs) on arbitrary surfaces, independent of the existence of a surface parametrization. The CPM uses a closest point representation of the surface, to solve the unmodified Cartesian version of a surface PDE in a 3D volume embedding, using simple and well-understood techniques. In this paper, we present the numerical solution of the wave equation and the incompressible Navier-Stokes equations on surfaces via the CPM, and we demonstrate surface appearance and shape variations in real-time using this method. To fully exploit the potential of the CPM, we present a novel GPU realization of the entire CPM pipeline. We propose a surface-embedding adaptive 3D spatial grid for efficient representation of the surface, and present a high-performance approach using CUDA for converting surfaces given by triangulations into this representation. For real-time performance, CUDA is also used for the numerical procedures of the CPM. For rendering the surface (and the PDE solution) directly from the closest point representation without the need to reconstruct a triangulated surface, we present a GPU ray-casting method that works on the adaptive 3D grid.

Real-Time Fluid Effects on Surfaces using the Closest Point Method