Author Archives: christopherbatty

A Parallel SPH Implementation on Multi-core CPUs

This paper presents a parallel framework for simulating fluids with the Smoothed Particle Hydrodynamics (SPH) method. For low computational costs per simulation step, efficient parallel neighborhood queries are proposed and compared. To further minimize the computing time for entire simulation sequences, strategies … Continue reading

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Scalable Fluid Simulation using Anisotropic Turbulence Particles

It is usually difficult to resolve the fine details of turbulent flows, especially when targeting real-time applications. We present a novel, scalable turbulence method that uses a realistic energy model and an efficient particle representation that allows for the accurate … Continue reading

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Animation Wrinkling: Augmenting Coarse Cloth Simulations with Realistic-Looking Wrinkles

Moving garments and other cloth objects exhibit dynamic, complex wrinkles. Generating such wrinkles in a virtual environment currently requires either a time-consuming manual design process, or a computationally expensive simulation, often combined with accurate parameter-tuning requiring specialized animator skills. Our … Continue reading

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Real-Time Collision Culling of a Million Bodies on Graphics Processing Units

We cull collisions between very large numbers of moving bodies using graphics processing units (GPUs). To perform massively parallel sweep-and-prune (SaP), we mitigate the great density of intervals along the axis of sweep by using principal component analysis to choose … Continue reading

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Stable Inverse Dynamic Curves

2d animation is a traditional but fascinating domain that has recently regained popularity both in animated movies and video games. This paper introduces a method for automatically converting a smooth sketched curve into a 2d dynamic curve at stable equilibrium … Continue reading

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Multi-Phase Fluid Simulation Using Regional Level Sets

We address the problem of Multi-Phase (or Many-Phase) Fluid simulations. We propose to use the regional level set (RLS) that can handle a large number of regions and materials, and hence, is appropriate for simulations of many immiscible materials. Towards … Continue reading

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Creating and Preserving Vortical Details in SPH Fluid

We present a new method to create and preserve the turbulent details generated around moving objects in SPH fluid. In our approach, a high-resolution overlapping grid is bounded to each object and translates with the object. The turbulence formation is … Continue reading

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Multi-Resolution Isotropic Strain Limiting

In this paper we describe a fast strain-limiting method that allows stiff, incompliant materials to be simulated efficiently. Unlike prior approaches, which act on springs or individual strain components, this method acts on the strain tensors in a coordinate-invariant fashion … Continue reading

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SIGGRAPH Asia 2010

Kesen’s SIGGRAPH Asia page is here. Physics papers… Piles of Objects Free-Flowing Granular Materials with Two-Way Solid Coupling Multi-Resolution Isotropic Strain Limiting Scalable Fluid Simulation using Anisotropic Turbulence Particles Multi-Phase Fluid Simulation Using Regional Level Sets Stable Inverse Dynamic Curves … Continue reading

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Creature Control in a Fluid Environment

In this paper, we propose a method designed to allow creatures to actively respond to a fluid environment. We explore various objective functions in order to determine ways to direct the behavior of our creatures. Our proposed method works in … Continue reading

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