Author Archives: christopherbatty

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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Near-exhaustive Precomputation of Secondary Cloth Effects

Doyub Kim, Woojong Koh, Rahul Narain, Kayvon Fatahalian, Adrien Treuille, James F. O’Brien The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute “everything” about a complex space. In this … Continue reading

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Eulerian-on-Lagrangian Simulation

Ye Fan, Joshua Litven, David I.W. Levin, Dinesh K. Pai We describe an Eulerian-on-Lagrangian solid simulator that reduces or eliminates many of the problems experienced by fully Eulerian methods but retains its advantages. Our method does not require the construction of an … Continue reading

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SIGGRAPH 2013 Papers

SIGGRAPH 2013 papers are starting to sprout up online. As always, Ke-Sen Huang’s full list is available here. Drop me a line if you know of any relevant physics animation-related papers I’m missing so far. Liquid Surface Tracking with Error … Continue reading

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Fast Simulation of Inextensible Hair and Fur

Matthias Mueller, Tae-Young Kim, Nuttapong Chentanez In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry … Continue reading

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A Prediction-Correction Approach for Stable SPH Fluid Simulation from Liquid to Rigid

Francois Dagenais, Jonathan Gagnon, Eric Paquette The simulation of highly viscous fluids using an SPH (Smoothed Particle Hydrodynamics) approach is a tedious task. Since the equations are typically posed as stiff problems, simulating highly viscous fluids involves strong forces applied to … Continue reading

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