Author Archives: christopherbatty

Multi-Resolution Cloth Simulation

We propose a novel, multi-resolution method to efficiently perform large-scale cloth simulation. Our cloth simulation method is based on a triangle-based energy model constructed from a cloth mesh. We identify that solutions of the linear system of cloth simulation are … Continue reading

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Reconstructing Surfaces of Particle-Based Fluids Using Anisotropic Kernels

In this paper we present a novel surface reconstruction method for particle-based fluid simulators such as Smoothed Particle Hydrodynamics. In particle-based simulations, fluid surfaces are usually defined as a level set of an implicit function. We formulate the implicit function … Continue reading

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Practical Animation of Compressible Flow for Shockwaves and Related Phenomena

We propose a practical approach to integrating shock wave dynamics into traditional smoke simulations. Previous methods either simplify away the compressible component of the flow and are unable to capture shock fronts or use a prohibitively expensive explicit method that … Continue reading

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A Deformation Transformer for Real-Time Cloth Animation

Achieving interactive performance in cloth animation has significant implications in computer games and other interactive graphics applications. Although much progress has been made, it is still much desired to have real-time high-quality results that well preserve dynamic folds and wrinkles. … Continue reading

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Example-Based Wrinkle Synthesis for Clothing Animation

This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure’s body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly … Continue reading

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Stable Spaces for Real-Time Clothing

We present a technique for learning clothing models that enables the simultaneous animation of thousands of detailed garments in real-time. This surprisingly simple conditional model learns and preserves the key dynamic properties of a cloth motion along with folding details. … Continue reading

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Real-Time Simulation of Large Bodies of Water with Small Scale Details

We present a hybrid water simulation method that combines grid based and particles based approaches. Our specialized shallow water solver can handle arbitrary underlying terrain slopes, arbitrary water depth and supports wet-dry regions tracking. To treat open water scenes we introduce a … Continue reading

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SIGGRAPH 2010 papers

Kesen’s page of 2010 SIGGRAPH papers is up. Here’s the list of SIGGRAPH 2010 physics-based animation papers to appear so far: Subspace Self-Collision Culling Star-Contours for Efficient Hierarchical Self-Collision Detection Efficient Yarn-based Cloth with Adaptive Contact Linearization Physics-Inspired Topology Changes … Continue reading

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SCA 2010 papers

The full list of accepted papers for SCA 2010 has been posted, and Ke-Sen’s collection is here.  Here’s the physics ones: Linear-Time Dynamics for Multibody Systems with General Joint Models Constraint-Based Simulation of Adhesive Contact Point Cloud Glue: Constraining simulations … Continue reading

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Efficient Yarn-Based Cloth Simulation With Adaptive Contact Linearization

Yarn-based cloth simulation can improve visual quality but at high computational costs due to the reliance on numerous persistent yarn-yarn contacts to generate material behavior. Finding so many contacts in densely interlinked geometry is a pathological case for traditional collision … Continue reading

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