Author Archives: christopherbatty

Statistical Simulation of Rigid Bodies

We describe a method for replacing certain stages of rigid body simulation with a statistically-based approximation. We begin by collecting statistical data regarding changes in linear and angular momentum for collisions of a given object. From this data we extract … Continue reading

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Fluid Simulation with Articulated Bodies

We present an algorithm for creating realistic animations of characters that are swimming through fluids. Our approach combines dynamic simulation with data-driven kinematic motions (motion capture data) to produce realistic animation in a fluid. The interaction of the articulated body … Continue reading

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Anisotropic Friction for Deformable Surfaces and Solids

This paper presents a method for simulating anisotropic friction for deforming surfaces and solids. Frictional contact is a complex phenomenon that fuels research in mechanical engineering, computational contact mechanics, composite material design and rigid body dynamics, to name just a … Continue reading

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Accurate Tangential Velocities for Solid-Fluid Coupling

We propose a novel method for obtaining more accurate tangential velocities for solid fluid coupling. Our method works for both rigid and deformable objects as well as both volumetric objects and thin shells. The fluid can be either one phase … Continue reading

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Guiding of Smoke Animations Through Variational Coupling of Simulations at Different Resolutions

We propose a novel approach to guiding of Eulerian-based smoke animations through coupling of simulations at different grid resolutions. Specifically we present a variational formulation that allows smoke animations to adopt the low-frequency features from a lower resolution simulation (or … Continue reading

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Fast and Robust Tracking of Fluid Surfaces

Surface tracking is an important problem with applications in many research fields. Among the most famous examples in computer graphics is the simulation and rendering of liquids with free surfaces. A surface that is advected by a general velocity field … Continue reading

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Real-Time Deformation and Fracture in a Game Environment

This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from components published … Continue reading

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A Point-based Method for Animating Elastoplastic Solids

In this paper we describe a point-based approach for animating elastoplastic materials. Our primary contribution is a simple method for computing the deformation gradient for each particle in the simulation. The deformation gradient is computed for each particle by finding … Continue reading

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A Point-based Method for Animating Incompressible Flow

In this paper, we present a point-based method for animating incompressible flow. The advection term is handled by moving the sample points through the flow in a Lagrangian fashion. However, unlike most previous approaches, the pressure term is handled by … Continue reading

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Simple, yet accurate tensile stiffness

Recent Particle System models have evolved toward accurate representation of elastic stiffness based on continuum mechanics, converging to formulations that make them quite analogous to fast Finite Element methods. These formulations usually involve the linearization of tensors that help their … Continue reading

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