Category Archives: Uncategorized

Parallel Surface Reconstruction for Particle-Based Fluids

Gizem Akinci, Markus Ihmsen, Nadir Akinci, Matthias Teschner This paper presents a novel method that improves the efficiency of high-quality surface reconstructions for particle-based fluids using Marching Cubes. By constructing the scalar field only in a narrow band around the … Continue reading →

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Unified Spray, Foam, and Bubbles for Particle-Based Fluids

Markus Ihmsen, Nadir Akinci, Gizem Akinci, Matthias Teschner We present a new model for diffuse material, i.e. water–air mixtures, that can be combined with particle-based fluids. Diffuse material is uniformly represented with particles which are classified into spray, foam and … Continue reading →

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Reflections on Simultaneous Impact

Breannan Smith, Danny Kaufman, Etienne Vouga, Rasmus Tamstorf, Eitan Grinspun Resolving simultaneous impacts is an open and significant problem in collision response modeling. Existing algorithms in this domain fail to fulfill at least one of five physical desiderata. To address … Continue reading →

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Interactive Editing of Deformable Simulations

Jernej Barbic, Funshing Sin, Eitan Grinspun We present an interactive animation editor for complex deformable object animations. Given an existing animation, the artist directly manipulates the deformable body at any time frame, and the surrounding animation immediately adjusts in response. … Continue reading →

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Discrete Viscous Sheets

Christopher Batty, Andres Uribe, Basile Audoly, Eitan Grinspun We present the first reduced-dimensional technique to simulate the dynamics of thin sheets of viscous incompressible liquid in three dimensions. Beginning from a discrete Lagrangian model for elastic thin shells, we apply … Continue reading →

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PolyDepth: Real-Time Penetration Depth Computation using Iterative Contact-Space Projection

Changsoo Je, Min Tang, Youngeun Lee, Minkyoung Lee, Young J. Kim We present a real-time algorithm that finds the Penetration Depth (PD) between general polygonal models based on iterative and local optimization techniques. Given an in-collision configuration of an object … Continue reading →

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Stress Relief: Improving Structural Strength of 3D Printable Objects

Ondrej Stava, Juraj Vanek, Bedrich Benes, Nathan Carr, Radomir Mech 3D printing is a rapidly maturing area that has shown great progress over the past couple of years. It is now possible to produce 3D printed objects with exceptionally high fidelity and precision. However, … Continue reading →

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Underwater Rigid Body Dynamics

Steffen Weissman, Ulrich Pinkall We show that the motion of rigid bodies under water can be realistically simulated by replacing the usual inertia tensor and scalar mass by the so-called Kirchhoff tensor. This allows us to model fluid-body interaction without … Continue reading →

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Lagrangian Vortex Sheets for Animating Fluids

Tobias Pfaff, Nils Thuerey, Markus Gross Buoyant turbulent smoke plumes with a sharp smoke-air interface, such as volcanic plumes, are notoriously hard to simulate. The surface clearly shows small-scale turbulent structures which are costly to resolve. In addition, the turbulence … Continue reading →

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Ghost SPH for Animating Water

Hagit Schechter, Robert Bridson We propose a new ghost fluid approach for free surface and solid boundary conditions in Smoothed Particle Hydrodynamics (SPH) liquid simulations. Prior methods either suffer from a spurious numerical surface tension artifact or drift away from … Continue reading →

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