Author Archives: christopherbatty

Codimensional Surface Tension Flow on Simplicial Complexes

Bo Zhu, Ed Quigley, Matthew Cong, Justin Solomon, and Ron Fedkiw Many visually interesting natural phenomena are characterized by thin liquid sheets, long filaments, and droplets. We present a new Lagrangian-based numerical method to simulate these codimensional surface tension driven phenomena using non-manifold … Continue reading

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Simulating Articulated Subspace Self-Contact

Yun Teng, Miguel Otaduy, Theodore Kim We present an efficient new subspace method for simulating the self-contact of articulated deformable bodies, such as characters. Self-contact is highly structured in this setting, as the limited space of possible articulations produces a predictable set of … Continue reading

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Detailed Water with Coarse Grids: Combining Surface Meshes and Adaptive Discontinuous Galerkin

Essex Edwards, Robert Bridson We present a new adaptive fluid simulation method that captures a high resolution surface with precise dynamics, without an inefficient fine discretization of the entire fluid volume. Prior adap- tive methods using octrees or unstructured meshes … Continue reading

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Animating Deformable Objects using Sparse Spacetime Constraints

Christian Schulz, Christoph von Tycowicz, Hans-Peter Seidel, Klaus Hildebrandt We propose a scheme for animating deformable objects based on spacetime optimization. The main feature is that it robustly and quickly (within a few seconds) generates interesting motion from a sparse … Continue reading

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Implicit Multibody Penalty-based Distributed Contact

Hongyi Xu, Yili Zhao, and Jernej Barbic The penalty method is a simple and popular approach to resolving contact in computer graphics and robotics. Penalty-based contact, however, suffers from stability problems due to the highly variable and unpredictable net stiffness, and … Continue reading

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VRIPHYS 2013

Papers: Physically-based Human Neck Simulation Physically based character skinning Tridiagonal Matrix Factorization for Inextensible Hair Strand Simulation Parallel Collision Detection in Constant Time Connective Tissues Simulation on GPU Multi-level Cloth Simulation using GPU Surface Sampling Exploring the use of Adaptive … Continue reading

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Eurographics 2014

Kesen’s full list is here. Papers: Efficient Enforcement of Hard Articulation Constraints in the Presence of Closed Loops and Contacts IISPH-FLIP for Incompressible Fluids Efficient GPU Data Structures and Methods to Solve Sparse Linear Systems in Dynamics Applications STAR: Physically-based Simulation … Continue reading

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Efficient Enforcement of Hard Articulation Constraints in the Presence of Closed Loops and Contacts

Robin Tomcin, Dominik Sibbing, Leif Kobbelt In rigid body simulation, one must distinguish between contacts (so-called unilateral constraints) and articulations (bilateral constraints). For contacts and friction, iterative solution methods have proven most useful for interactive applications, often in combination with … Continue reading

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SPH Fluids in Computer Graphics

Markus Ihmsen, Jens Orthmann, Barbara Solenthaler, Andreas Kolb, and Matthias Teschner Smoothed Particle Hydrodynamics (SPH) has been established as one of the major concepts for fluid animation in computer graphics. While SPH initially gained popularity for interactive free-surface scenarios, it has … Continue reading

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Deformation Embedding for Point-Based Elastoplastic Simulation

B. Jones, S. Ward, A. Jallepalli, J. Perenia, and A. W. Bargteil We present a straightforward, easy-to-implement, point-based approach for animating elastoplastic materials. The core idea of our approach is the introduction of embedded space, the least-squares best fit of the … Continue reading

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