Author Archives: christopherbatty

Velocity-Based Shock Propagation for Multibody Dynamics Animation

Multibody dynamics are used in interactive and real-time applications, ranging from computer games to virtual prototyping, and engineering. All these areas strive towards faster and larger scale simulations. Particularly challenging are large-scale simulations with highly organized and structured stacking. We … Continue reading

Posted in Uncategorized | Comments Off on Velocity-Based Shock Propagation for Multibody Dynamics Animation

Impulse-Based Dynamic Simulation in Linear Time

This paper describes an impulse-based dynamic simulation method for articulated bodies which has a linear time complexity. Existing linear-time methods are either based on a reduced-coordinate formulation or on Lagrange multipliers. The impulse-based simulation has advantages over these well-known methods. … Continue reading

Posted in Uncategorized | Comments Off on Impulse-Based Dynamic Simulation in Linear Time

Fast Fluid Simulation using Residual Distribution Schemes

We present a fast method for physically-based animation of fluids on adaptive, unstructured meshes. Our algorithm is capable of correctly handling large-scale fluid forces, as well as their interaction with elastic objects. Our adaptive mesh representation can resolve boundary conditions … Continue reading

Posted in Uncategorized | Comments Off on Fast Fluid Simulation using Residual Distribution Schemes

Solving General Shallow Wave Equations on Surfaces

We propose a new framework for solving General Shallow Wave Equations (GSWE) in order to efficiently simulate water flows on solid surfaces under shallow wave assumptions. Within this framework, we develop implicit schemes for solving the external forces applied to … Continue reading

Posted in Uncategorized | Comments Off on Solving General Shallow Wave Equations on Surfaces

Stable Advection-Reaction-Diffusion Systems

Turing first theorized that many biological patterns arise through the processes of reaction and diffusion. Subsequently, reaction-diffusion systems have been studied in many fields, including computer graphics. We first show that for visual simulation purposes, reaction-diffusion equations can be made … Continue reading

Posted in Uncategorized | Comments Off on Stable Advection-Reaction-Diffusion Systems

Real-Time Breaking Waves for Shallow Water Simulations

We present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D … Continue reading

Posted in Uncategorized | Comments Off on Real-Time Breaking Waves for Shallow Water Simulations

Many Worlds Browsing for Control of Multibody Dynamics

Animation techniques for controlling passive simulation are commonly based on an optimization paradigm: the user provides goals a priori, and sophisticated numerical methods minimize a cost function that represents these goals. Unfortunately, for multibody systems with discontinuous contact events these … Continue reading

Posted in Uncategorized | Comments Off on Many Worlds Browsing for Control of Multibody Dynamics

SIGGRAPH Sketches

With SIGGRAPH kicking off next week, thought I’d iterate a (probably incomplete) list of primarily physics-oriented sketches. Is This For Real? Implementing Wave Particles for Real-Time Water Waves With Object Interaction Let’s Get Physical Modal Locomotion: Controlling Passive Elastic Dynamics … Continue reading

Posted in Uncategorized | Comments Off on SIGGRAPH Sketches

Efficient Bounds for Point-Based Animations

We introduce a new and efficient approach for collision detection in point-based animations, based on the fast computation of tight surface bounds. Our approach is able to tightly bound a high-resolution surface with a cost linear in the number of … Continue reading

Posted in Uncategorized | Comments Off on Efficient Bounds for Point-Based Animations

Efficient Refinement of Dynamic Point Data

Particle simulations as well as geometric modeling techniques have demonstrated their ability to process and render points interactively. However, real-time particle-based fluid simulations suffer from poor rendering quality due to low surface particle resolutions. Surfaces appear blobby, surface details are … Continue reading

Posted in Uncategorized | Comments Off on Efficient Refinement of Dynamic Point Data