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Filament based smoke with vortex shedding and variational reconnection

Simulating fluids based on vortex filaments is highly attractive for the creation of special effects because it gives artists full control over the simulation using familiar tools like curve editors or the scripted generation of new vortex filaments over time. … Continue reading →

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Volume Contact Constraints at Arbitrary Resolution

We introduce a new method for simulating frictional contact between volumetric objects using interpenetration volume constraints. When applied to complex geometries, our formulation results in dramatically simpler systems of equations than those of traditional mesh contact models. Contact between highly … Continue reading →

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Subspace Self-Collision Culling

We show how to greatly accelerate self-collision detection (SCD) for reduced deformable models. Given a triangle mesh and a set of deformation modes, our method precomputes Subspace Self-Collision Culling (SSCC) certificates which, if satisfied, prove the absence of self-collisions for … Continue reading →

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Dynamic Local Remeshing for Elastoplastic Simulation

We propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially reshaped by plastic flow, fracture, or large elastic deformations. To mitigate artificial plasticity, … Continue reading →

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Example-Based Wrinkle Synthesis for Clothing Animation

This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure’s body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly … Continue reading →

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A Practical Simulation of Dispersed Bubble Flow

In this paper, we propose a simple and efficient framework for simulating dispersed bubble flow. Instead of modeling the complex hydrodynamics of numerous small bubbles explicitly, our method approximates the average motion of these bubbles using a continuum multiphase solver. … Continue reading →

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Star-Contours for Efficient Hierarchical Self-Collision Detection

Collision detection is a problem that has often been addressed efficiently with the use of hierarchical culling data structures. In the subproblem of self-collision detection for triangle meshes, however, such hierarchical data structures lose much of their power, because triangles … Continue reading →

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Physics-Inspired Topology Changes for Thin Fluid Features

We propose a mesh-based surface tracking method for fluid animation that both preserves fine surface details and robustly adjusts the topology of the surface in the presence of arbitrarily thin features like sheets and strands. We replace traditional re-sampling methods … Continue reading →

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A Multiscale Approach to Mesh-based Surface Tension

We present an approach to simulate flows driven by surface tension based on triangle meshes. Our method consists of two simulation layers: the first layer is an Eulerian method for simulating surface tension forces that is free from typical strict … Continue reading →

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Unified Simulation of Elastic Rods, Shells, and Solids

We develop an accurate, unified treatment of elastica. Following the method of resultant-based formulation to its logical extreme, we derive a higher-order integration rule, or elaston, measuring stretching, shearing, bending, and twisting along any axis. The theory and accompanying implementation … Continue reading →

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