Author Archives: christopherbatty

An Adaptive Contact Model for the Robust Simulation of Knots

In this paper, we present an adaptive model for dynamically deforming hyper-elastic rods. In contrast to existing approaches, adaptively introduced control points are not governed by geometric subdivision rules. Instead, their states are determined by employing a non-linear energy-minimization approach. … Continue reading

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A Fast and Stable Penalty Method for Rigid Body Simulation

Two methods have been used extensively to model resting contact for rigid body simulation. The first approach, the penalty method, applies virtual springs to surfaces in contact to minimize interpenetration. This method, as typically implemented, results in oscillatory behavior and … Continue reading

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Two-Way Coupled SPH and Particle Level Set Fluid Simulation

Grid-based methods have difficulty resolving features on or below the scale of the underlying grid. Although adaptive methods (e.g. RLE, octrees) can alleviate this to some degree, separate techniques are still required for simulating small-scale phenomena such as spray and … Continue reading

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Level Set Driven Flows

In 2D, incompressible flows, the Stokes equations that represent the dynamics of very viscous flows and vorticity formulation of hydrodynamic equations both reduce to a scalar stream-function representation in terms of elliptic equations. By making use of this simplification and … Continue reading

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And Another Thesis

Claude Lacoursiere’s thesis on variational techniques for rigid bodies: Ghosts and Machines: regularized variational methods for interactive simulations of multibodies with dry frictional contacts

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Some Theses…

Frank Losasso’s PhD thesis on fluid simulation, which contains previously unpublished work on coupling together SPH and level set based fluid simulations: Algorithms for Increasing the Efficiency and Fidelity of Fluid Simulation Eftychios Sifakis’ PhD thesis on face, muscle, speech, … Continue reading

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Target-driven liquid animation with interfacial discontinuities

We propose a novel method of controlling a multi-phase fluid so that it flows into a target shape in a natural way. To preserve the sharp detail of the target shape, we represent it as an implicit function and construct … Continue reading

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Eulerian Motion Blur

This paper describes a motion blur technique which can be applied to rendering fluid simulations that are carried out in the Eulerian framework. Existing motion blur techniques can be applied to rigid bodies, deformable solids, clothes, and several other kinds … Continue reading

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Real-Time Simulation and Rendering of 3D Fluids

GPU Gems 3 is out, and it contains a chapter on real-time 3D simulation & rendering of fluids (smoke and liquids) on the GPU, and is available as a free sample chapter online. You may have seen some of these … Continue reading

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Animating Corrosion and Erosion

In this paper, we present a simple method for animating natural phenomena such as erosion, sedimentation, and acidic corrosion. We discretize the appropriate physical or chemical equations using finite differences, and we use the results to modify the shape of … Continue reading

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