Author Archives: christopherbatty

IISPH-FLIP for Incompressible Fluids

J. Cornelis, M. Ihmsen, A. Peer, M. Teschner We propose to use Implicit Incompressible Smoothed Particle Hydrodynamics (IISPH) for pressure projection and boundary handling in Fluid-Implicit-Particle (FLIP) solvers for the simulation of incompressible fluids. This novel combination addresses two issues of existing … Continue reading

Posted in Uncategorized | Comments Off on IISPH-FLIP for Incompressible Fluids

Fracture animation based on high-dimensional Voronoi diagrams

Sara Schvartzmann, Miguel Otaduy We propose a novel algorithm to simulate brittle fracture. It augments previous methods based on Voronoi diagrams, improving their versatility and their ability to adapt fracture patterns automatically to diverse collision scenarios and object properties. We … Continue reading

Posted in Uncategorized | Comments Off on Fracture animation based on high-dimensional Voronoi diagrams

A Semi-Lagrangian Closest Point Method for Deforming Surfaces

Stefan Auer, Rudiger Westermann We present an Eulerian method for the real-time simulation of intrinsic fluid dynamics effects on deforming surfaces. Our method is based on a novel semi-Lagrangian closest point method for the solution of partial differential equations on … Continue reading

Posted in Uncategorized | Comments Off on A Semi-Lagrangian Closest Point Method for Deforming Surfaces

Constrainable Multigrid For Cloth

Inyong Jeon, Kwang-Jin Choi, Tae-Yong Kim, Bong-Ouk Choi, and Hyeong-Seok Ko We present a new technique which can handle both point and sliding constraints in the multigrid (MG) framework. Although the MG method can theoretically perform as fast as O(N), the … Continue reading

Posted in Uncategorized | Comments Off on Constrainable Multigrid For Cloth

Multilevel Cloth Simulation using GPU Surface Sampling

N. Schmitt, Martin Knuth, Jan Bender, A. Kuijper Today most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances between … Continue reading

Posted in Uncategorized | Comments Off on Multilevel Cloth Simulation using GPU Surface Sampling

Physically Based Character Skinning

Crispin Deul, Jan Bender In this paper we present a novel multi-layer model for physically-based character skinning. In contrast to geometric approaches which are commonly used in the field of character skinning, physically-based methods can simulate secondary motion effects. Furthermore, … Continue reading

Posted in Uncategorized | Comments Off on Physically Based Character Skinning

Versatile Surface Tension and Adhesion for SPH Fluids

Nadir Akinci, Gizem Akinci, Matthias Teschner Realistic handling of fluid-air and fluid-solid interfaces in SPH is a challenging problem. The main reason is that some important physical phenomena such as surface tension and adhesion emerge as a result of inter-molecular … Continue reading

Posted in Uncategorized | Comments Off on Versatile Surface Tension and Adhesion for SPH Fluids

Interactive Localized Liquid Motion Editing

Zherong Pan, Jin Huang, Yiying Tong, Changxi Zheng, and Hujun Bao Animation techniques for controlling liquid simulation are challenging: they commonly require carefully setting initial and boundary conditions or performing a costly numerical optimization scheme against user-provided keyframes or animation … Continue reading

Posted in Uncategorized | Comments Off on Interactive Localized Liquid Motion Editing

Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation

David A. Stuart, Joshua A. Levine, Ben Jones, Adam Bargteil Embedding high-resolution surface geometry in coarse control meshes is a standard approach to achieving high-quality computer animation at low computational expense. In this paper we present an effective, automatic method … Continue reading

Posted in Uncategorized | Comments Off on Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation

Object-Centric Parallel Rigid Body Simulation with Timewarp

John Koenig, Ioannis Karamouzas, Stephen J. Guy We present an object-centric formulation for parallel rigid body simulation that supports variable length integration time steps through rollbacks. We combine our object-centric simulation framework with a novel spatiotemporal data structure to reduce global synchronization and … Continue reading

Posted in Uncategorized | Comments Off on Object-Centric Parallel Rigid Body Simulation with Timewarp