Author Archives: christopherbatty

Physics-inspired Estimation of Optimal Cloth Mesh Resolution

Diyang Zhang, Zhendong Wang, Zegao Liu, Xinming Pei, Weiwei Xu In this paper, we tackle an important yet often overlooked question: What is the optimal mesh resolution for cloth simulation, without relying on preliminary simulations? The optimal resolution should be … Continue reading

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StiffGIPC: Advancing GPU IPC for Stiff Affine-Deformable Simulation

Kemeng Huang, Xinyu Lu, Huancheng Lin, Taku Komura, Minchen Li Incremental Potential Contact (IPC) is a widely used, robust, and accurate method for simulating complex frictional contact behaviors. However, achieving high efficiency remains a major challenge, particularly as material stiffness … Continue reading

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A Neural Particle Level Set Method for Dynamic Interface Tracking

Duowen Chen, Junwei Zhou, Bo Zhu We propose a neural particle level set (Neural PLS) method to accommodate tracking and evolving dynamic neural representations. At the heart of our approach is a set of oriented particles serving dual roles of … Continue reading

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Corotational Hinge-based Thin Plates/Shells

Qixin Liang We present six thin plate/shell models, derived from three distinct types of curvature operators formulated within the corotational frame, for simulating both rest-flat and rest-curved triangular meshes. Each curvature operator derives a curvature expression corresponding to both a … Continue reading

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Cloth Animation with Time-dependent Persistent Wrinkles

Deshan Gong, Yin Yang, Tianjia Shao, He Wang Persistent wrinkles are often observed on crumpled garments e.g., the wrinkles around the knees after sitting for a while. Such wrinkles can be easily recovered if not deformed for long, and otherwise … Continue reading

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A Unified Discrete Collision Framework for Triangle Primitives

Tomoyo Kikuchi, Takashi Kanai We present a unified, primitive-first framework with DCD for collision response in physics-based simulations. Previous methods do not provide sufficient solutions on a framework that resolves edge-triangle and edge-edge collisions when handling self-collisions and inter-object collisions … Continue reading

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BlendSim: Simulation on Parametric Blendshapes using Spacetime Projective Dynamics

Yuhan Wu, Nobuyuki Umetani We propose BlendSim, a novel framework for editable simulation, and its lightweight storage using spacetime optimization. Traditional spacetime control methods suffer from a high computational complexity, which limits their use in interactive animation. The proposed approach … Continue reading

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A Semi-Implicit SPH Method for Compressible and Incompressible Flows with Improved Convergence

Xiaowei He, Shusen Liu, Yuzhong Guo, Jian Shi, Ying Qiao In simulating fluids using position-based dynamics, the accuracy and robustness depend on numerous numerical parameters, including the time step size, iteration count, and particle size, among others. This complexity can … Continue reading

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A unified multi-scale method for simulating immersed bubbles

Joel Wretborn, Alexey Stomakhin, Christopher Batty We introduce a novel unified mixture-based method for simulating underwater bubbles across a range of bubble scales. Our approach represents bubbles as a set of Lagrangian particles that are coupled with the surrounding Eulerian … Continue reading

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An Impulse Ghost Fluid Method for Simulating Two-Phase Flows

Yuchen Sun, Linglai Chen, Weiyuan Zeng, Tao Du, Shiying Xiong, Bo Zhu This paper introduces a two-phase interfacial fluid model based on the impulse variable to capture complex vorticity-interface interactions. Our key idea is to leverage bidirectional flow map theory … Continue reading

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