Author Archives: christopherbatty

A Simple Finite Volume Method for Adaptive Viscous Liquids

Christopher Batty, Ben Houston We present the first spatially adaptive Eulerian fluid animation method to support challenging viscous liquid effects such as folding, coiling, and variable viscosity. We propose a tetrahedral node-based embedded finite volume method for fluid viscosity, adapted … Continue reading

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Robust Real-Time Deformation of Incompressible Surface Meshes

Raphael Diziol, Jan Bender, Daniel Bayer We introduce an efficient technique for robustly simulating incompressible objects with thousands of elements in real-time. Instead of considering a tetrahedral model, commonly used to simulate volumetric bodies, we simply use their surfaces. Not … Continue reading

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Graph-based Fire Synthesis

Yubo Zhang, Carlos Correa, Kwan-Liu Ma We present a novel graph-based data-driven technique for cost-effective fire modeling. This technique allows composing long animation sequences using a small number of short simulations. While traditional techniques such as motion graphs and motion … Continue reading

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SCA 2011

The draft program for SCA 2011 is online here. Ke-Sen Huang maintains links to the full set of papers here.  Many of the papers involve physical simulation, including: Physics-based Character Skinning using Multi-Domain Subspace Deformations A Multigrid Fluid Pressure Solver … Continue reading

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Two-Scale Particle Simulation

We propose a two-scale method for particle-based fluids that allocates computing resources to regions of the fluid where complex flow behavior emerges. Our method uses a low- and a high-resolution simulation that run at the same time. While in the … Continue reading

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Efficient Elasticity for Character Skinning with Contact and Collisions

We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral … Continue reading

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Real-time Large-deformation Substructuring

This paper shows a method to extend 3D nonlinear elasticity model reduction to open-loop multi-level reduced deformable structures. Given a volumetric mesh, we decompose the mesh into several subdomains, build a reduced deformable model for each domain, and connect the … Continue reading

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Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid

We present a new Eulerian fluid simulation method, which allows real-time simulations of large scale three dimensional liquids. Such scenarios have hitherto been restricted to the domain of off-line computation. To reduce computation time we use a hybrid grid representation … Continue reading

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Solid Simulation with Oriented Particles

We propose a new fast and robust method to simulate various types of solid including rigid, plastic and soft bodies as well as one, two and three dimensional structures such as ropes, cloth and volumetric objects. The underlying idea is … Continue reading

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HOT: Hodge-Optimized Triangulations

We introduce Hodge-optimized triangulations (HOT), a family of well-shaped primal-dual pairs of complexes designed for fast and accurate computations in computer graphics. Previous work most commonly employs barycentric or circumcentric duals; while barycentric duals guarantee that the dual of each … Continue reading

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