Author Archives: christopherbatty

Modeling Friction and Air Effects between Cloth and Deformable Bodies

Zhili Chen, Renguo Feng, Huamin Wang Real-world cloth exhibits complex behaviors when it contacts deformable bodies. In this paper, we study how to improve the simulation of cloth-body interactions from three perspectives: collision, friction, and air pressure. We propose an … Continue reading

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Highly Adaptive Liquid Simulations on Tetrahedral Meshes

Ryoichi Ando, Nils Thürey and Chris Wojtan We introduce a new method for efficiently simulating liquid with extreme amounts of spatial adaptivity. Our method combines several key components to drastically speed up the simulation of large-scale fluid phenomena: We leverage an … Continue reading

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A Two-Continua Approach to Eulerian Simulation of Water Spray

Michael B. Nielsen, Ole Osterby Physics based simulation of the dynamics of water spray – water droplets dispersed in air – is a means to increase the visual plausibility of computer graphics modeled phenomena such as waterfalls, water jets and … Continue reading

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Non-Polynomial Galerkin Projection on Deforming Meshes

Matt Stanton, Yu Sheng, Martin Wicke, Federico Perazzi, Amos Yuen, Srinivasa Narasimhan, Adrien Treuille This paper extends Galerkin projection to a large class of non-polynomial functions typically encountered in graphics. We demonstrate the broad applicability of our approach by applying it to two strikingly different problems: … Continue reading

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Position Based Fluids

Miles Macklin, Matthias Müller In fluid simulation, enforcing incompressibility is crucial for realism; it is also computationally expensive. Recent work has improved efficiency, but still requires time-steps that are impractical for real-time applications. In this work we present an iterative density … Continue reading

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Real-Time Dynamic Fracture with Volumetric Approximate Convex Decompositions

Matthias Mueller, Nuttapong Chentanez, Tae-Yong Kim We propose a new fast, robust and controllable method to simulate the dynamic destruction of large and complex objects in real time. The common method for fracture simulation in computer games is to pre-fracture … Continue reading

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Robust Inside-Outside Segmentation using Generalized Winding Numbers

Alec Jacobson, Ladislav Kavan, Olga Sorkine-Hornung Solid shapes in computer graphics are often represented with boundary descriptions, e.g. triangle meshes, but animation, physically-based simulation, and geometry processing are more realistic and accurate when explicit volume representations are available. Tetrahedral meshes … Continue reading

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Interactive Authoring of Simulation-Ready Plants

Yili Zhao, Jernej Barbič Physically based simulation can produce quality motion of plants, but requires an authoring stage to convert plant “polygon soup” triangle meshes to a format suitable for physically based simulation. We give a system that can author … Continue reading

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Liquid Surface Tracking with Error Compensation

Morten Bojsen-Hansen, Chris Wojtan Our work concerns the combination of an Eulerian liquid simulation with a high-resolution surface tracker (e.g. the level set method or a Lagrangian triangle mesh). The naive application of a high-resolution surface tracker to a low-resolution … Continue reading

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Folding and Crumpling Adaptive Sheets

Rahul Narain, Tobias Pfaff, and James F. O’Brien We present a technique for simulating plastic deformation in sheets of thin materials, such as crumpled paper, dented metal, and wrinkled cloth. Our simulation uses a framework of adaptive mesh refinement to dynamically … Continue reading

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