Category Archives: Uncategorized

Fast and Scalable CPU/GPU Collision Detection for Rigid and Deformable Surfaces

We present a new hybrid CPU/GPU collision detection technique for rigid and deformable objects based on spatial subdivision. Our approach efficiently exploits the massive computational capabilities of modern CPUs and GPUs commonly found in off-the-shelf computer systems. The algorithm is … Continue reading →

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PhD Theses

Chris Wojtan,  Georgia Tech: Animating Physical Phenomena with Embedded Surface Meshes Andreas Söderström, Linköping University: Memory Efficient Methods for Eulerian Free Surface Fluid Animation

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Hybrid Simulation of Miscible Mixing with Viscous Fingering

By modeling mass transfer phenomena, we simulate solids and liquids dissolving or changing to other substances.We also deal with the very small-scale phenomena that occur when a fluid spreads out at the interface of another fluid. We model the pressure … Continue reading →

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Fast Particle-Based Visual Simulation of Melting Ice

The visual simulation of natural phenomena has been widely studied. Although several methods have been proposed to simulate melting, the flows of meltwater drops on the surfaces of objects are not taken into account. In this paper, we propose a … Continue reading →

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Interactive SPH Simulation and Rendering on the GPU

In this paper we introduce a novel parallel and interactive SPH simulation and rendering method on the GPU using CUDA which allows for high quality visualization. The crucial particle neighborhood search is based onZ-indexing and parallel sorting which eliminates GPU … Continue reading →

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VRIPHYS 2010

The papers program for VRIPHYS 2010 (VRIPHYS = Virtual Reality Interaction and Physical Simulation) has recently been posted here.

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Vector Fluid: A Vector Graphics Depiction of Free Surface Flow

We present a simple technique for creating fluid silhouettes described with vector graphics, which we call “Vector Fluid.” In our system, a solid region in the fluid is represented as a closed contour and advected by fluid flow to form … Continue reading →

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Piles of Objects

We present a method for directly modeling piles of objects in multibody simulations. Piles of objects represent some of the more interesting, but also most time-consuming portion of simulation. We propose a method for reducing computation in many of these … Continue reading →

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Detail-Preserving Fully Eulerian Interface Tracking Framework

This paper introduces a fully-Eulerian interface tracking framework that preserves the fine details of liquids. Unlike existing Eulerian methods, the proposed framework shows good mass conservation even though it does not employ conventional Lagrangian elements. In addition, it handles complex … Continue reading →

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Some recent theses

Catching up on some recent theses: Robust, efficient, and accurate contact algorithms – David Harmon, Columbia University Unified particle simulation and interactions in computer animation – Toon Lenaerts, Katholicke Universiteit Leuven Simulating viscous incompressible fluids with embedded boundary finite difference … Continue reading →

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