Monthly Archives: April 2013

A Two-Continua Approach to Eulerian Simulation of Water Spray

Michael B. Nielsen, Ole Osterby Physics based simulation of the dynamics of water spray – water droplets dispersed in air – is a means to increase the visual plausibility of computer graphics modeled phenomena such as waterfalls, water jets and … Continue reading

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Non-Polynomial Galerkin Projection on Deforming Meshes

Matt Stanton, Yu Sheng, Martin Wicke, Federico Perazzi, Amos Yuen, Srinivasa Narasimhan, Adrien Treuille This paper extends Galerkin projection to a large class of non-polynomial functions typically encountered in graphics. We demonstrate the broad applicability of our approach by applying it to two strikingly different problems: … Continue reading

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Position Based Fluids

Miles Macklin, Matthias Müller In fluid simulation, enforcing incompressibility is crucial for realism; it is also computationally expensive. Recent work has improved efficiency, but still requires time-steps that are impractical for real-time applications. In this work we present an iterative density … Continue reading

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Real-Time Dynamic Fracture with Volumetric Approximate Convex Decompositions

Matthias Mueller, Nuttapong Chentanez, Tae-Yong Kim We propose a new fast, robust and controllable method to simulate the dynamic destruction of large and complex objects in real time. The common method for fracture simulation in computer games is to pre-fracture … Continue reading

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Robust Inside-Outside Segmentation using Generalized Winding Numbers

Alec Jacobson, Ladislav Kavan, Olga Sorkine-Hornung Solid shapes in computer graphics are often represented with boundary descriptions, e.g. triangle meshes, but animation, physically-based simulation, and geometry processing are more realistic and accurate when explicit volume representations are available. Tetrahedral meshes … Continue reading

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Interactive Authoring of Simulation-Ready Plants

Yili Zhao, Jernej Barbič Physically based simulation can produce quality motion of plants, but requires an authoring stage to convert plant “polygon soup” triangle meshes to a format suitable for physically based simulation. We give a system that can author … Continue reading

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Liquid Surface Tracking with Error Compensation

Morten Bojsen-Hansen, Chris Wojtan Our work concerns the combination of an Eulerian liquid simulation with a high-resolution surface tracker (e.g. the level set method or a Lagrangian triangle mesh). The naive application of a high-resolution surface tracker to a low-resolution … Continue reading

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Folding and Crumpling Adaptive Sheets

Rahul Narain, Tobias Pfaff, and James F. O’Brien We present a technique for simulating plastic deformation in sheets of thin materials, such as crumpled paper, dented metal, and wrinkled cloth. Our simulation uses a framework of adaptive mesh refinement to dynamically … Continue reading

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Near-exhaustive Precomputation of Secondary Cloth Effects

Doyub Kim, Woojong Koh, Rahul Narain, Kayvon Fatahalian, Adrien Treuille, James F. O’Brien The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute “everything” about a complex space. In this … Continue reading

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Eulerian-on-Lagrangian Simulation

Ye Fan, Joshua Litven, David I.W. Levin, Dinesh K. Pai We describe an Eulerian-on-Lagrangian solid simulator that reduces or eliminates many of the problems experienced by fully Eulerian methods but retains its advantages. Our method does not require the construction of an … Continue reading

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