Monthly Archives: September 2016

High-Resolution Interaction with Corotational Coarsening Models

Rosell Torres, Alejandro Rodríguez, José Miguel Espadero, Miguel A. Otaduy This paper presents a numerical coarsening method for corotational elasticity, which enables interactive large deformation of high-resolution heterogeneous objects. Our method derives a coarse elastic model from a high-resolution discretization … Continue reading

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Dispersion Kernels for Water Wave Simulation

José A. Canabal, David Miraut, Nils Thürey, Theodore Kim, Javier Portilla, Miguel A. Otaduy We propose a method to simulate the rich, scale-dependent dynamics of water waves. Our method preserves the dispersion properties of real waves, yet it supports interactions … Continue reading

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Enriching Triangle Mesh Animations with Physically Based Simulation

Yijing Li, Hongyi Xu, Jernej Barbič We present a system to combine arbitrary triangle mesh animations with physically based Finite Element Method (FEM) simulation, enabling control over the combination both in space and time. The input is a triangle mesh … Continue reading

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An Efficient Hybrid Incompressible SPH Solver with Interface Handling for Boundary Conditions

Tetsuya Takahashi, Yoshinori Dobashi, Tomoyuki Nishita, Ming Lin We propose a hybrid Smoothed Particle Hydrodynamics solver for efficiently simulating incompressible fluids using an interface handling method for boundary conditions in the pressure Poisson equation. We blend particle density computed with … Continue reading

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A Multilevel SPH Solver with Unified Solid Boundary Handling

Tetsuya Takahashi, Ming Lin We propose a geometric multilevel solver for efficiently solving linear systems arising from particle-based methods. To apply this method to particle systems, we construct the hierarchy, establish the correspondence between solutions at the particle and grid … Continue reading

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SIGGRAPH Asia 2016

Vivace: a Practical Gauss-Seidel Method for Stable Soft Body Dynamics High-Resolution Interaction with Corotational Coarsening Models Descent Methods for Elastic Body Simulation on the GPU Reconstructing Personalized Anatomical Models for Physics-based Body Animation SMASH: Data-driven Authoring of Physically Valid Collisions … Continue reading

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Real-Time Oil Painting on Mobile Hardware

Tuur Stuyck, Fang Da, Sunil Hadap, Philip Dutré This paper presents a realistic digital oil painting system, specifically targeted at the real-time performance on highly resource constrained portable hardware such as tablets and iPads. To effectively use the limited computing … Continue reading

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Space-time sculpting of liquid animation

Pierre-Luc Manteaux, Ulysse Vimont, Chris Wojtan, Damien Rohmer, Marie-Paule Cani We propose an interactive sculpting system for seamlessly editing pre-computed animations of liquid, without the need for any re-simulation. The input is a sequence of meshes without correspondences representing the … Continue reading

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Projective Fluids

Marcel Weiler, Dan Koschier, Jan Bender We present a new method for particle based fluid simulation, using a combination of Projective Dynamics and Smoothed Particle Hydrodynamics (SPH). The Projective Dynamics framework allows the fast simulation of a wide range of … Continue reading

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Simulating Visual Geometry

Matthias Müller, Nuttapong Chentanez, Miles Macklin In computer graphics, simulated objects typically have two or three different representations, a visual mesh, a simulation mesh and a collection of convex shapes for collision handling. Using multiple representations requires skilled authoring and … Continue reading

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