Author Archives: christopherbatty

Curl-Noise for Procedural Fluid Flow

“Procedural methods for animating turbulent fluid are often preferred over simulation, both for speed and for the degree of animator control. We offer an extremely simple approach to efficiently generating turbulent velocity fields based on Perlin noise, with a formula … Continue reading

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Simulation of Bubbles in Foam with the Volume Control Method

“Liquid and gas interactions often contain bubbles that stay for a long time without bursting on the surface, making a dry foam structure. Such long lasting bubbles simulated by the level set method can suffer from a slow but steady … Continue reading

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SIGGRAPH papers list

Tim Rowley and Ke-Sen Huang jointly maintain an updated list of upcoming SIGGRAPH papers as they get posted. Apparently there were 108 papers accepted this year, so odds are a healthy chunk of those will be filed under physics-based animation. … Continue reading

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Fast Animation of Lightning Using an Adaptive Mesh

 “We present a fast method for simulating, animating, and rendering lightning using adaptive grids. The “dielectric breakdown model” is an elegant algorithm for electrical pattern formation that we extend to enable animation of lightning. The simulation can be slow, particularly … Continue reading

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Fracturing Rigid Materials

“We propose a novel approach to fracturing (and denting) brittle materials. To avoid the computational burden imposed by the stringent time step restrictions of explicit methods or with solving nonlinear systems of equations for implicit methods, we treat the material … Continue reading

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A Survey on Hair Modeling: Styling, Simulation, and Rendering

“Realistic hair modeling is a fundamental part of creating virtual humans in computer graphics. This paper surveys the state of the art in the major topics of hair modeling: hairstyling, hair simulation, and hair rendering. Because of the difficult, often … Continue reading

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Advections with Significantly Reduced Dissipation and Diffusion

“Back and forth error compensation and correction (BFECC) was recently developed for interface computation using a level set method. We show that BFECC can be applied to reduce dissipation and diffusion encountered in a variety of advection steps, such as … Continue reading

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Plasma Pong

Pong with a Stable Fluids twist… Your paddles shoot bursts of fluid velocity, and the ball reacts to the motion of the fluid. Plus some trippy eye candy. Plasma Pong

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Discrete Quadratic Bending Energies

“We present a family of discrete isometric bending models (IBMs) for triangulated surfaces in 3-space. These models are derived from an axiomatic treatment of discrete Laplace operators, using these operators to obtain linear models for discrete mean curvature from which … Continue reading

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GPU Fluid Solver

Keenan Crane, an undergrad at UIUC,  recently implemented a full 3D fluid solver on one of NVIDIA’s latest GPUs, and achieved some pretty stunning speeds.  Could in-game real-time 3D liquid simulations really be just around the corner?  GPU Fluids

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