Category Archives: Uncategorized

Real-time Animation of Sand-Water Interaction

Recent advances in physically-based simulations have made it possible to generate realistic animations. However, in the case of solid-fluid coupling, wetting effects have rarely been noticed despite their visual importance especially in interactions between fluids and granular materials. This paper … Continue reading →

Posted in Uncategorized | Comments Off on Real-time Animation of Sand-Water Interaction

Optimizing Cubature for Efficient Integration of Subspace Deformations

We propose an efficient scheme for evaluating nonlinear subspace forces (and Jacobians) associated with subspace deformations. The core problem we address is efficient integration of the subspace force density over the 3D spatial domain. Similar to Gaussian quadrature schemes that … Continue reading →

Posted in Uncategorized | Comments Off on Optimizing Cubature for Efficient Integration of Subspace Deformations

Magnets in Motion

We introduce magnetic interaction for rigid body simulation. Our approach is based on an equivalent dipole method and as such it is discrete from the ground up. Our approach is symmetric as we base both field and force computations on … Continue reading →

Posted in Uncategorized | Comments Off on Magnets in Motion

Algoryx and Phun, CMLabs

There seem to be quite a few companies in the business of physics simulation these days. Graham Fyffe pointed out this one to me: Algoryx focuses on 3D multi-physics simulations. They are also responsible for the Phun demo I posted … Continue reading →

Posted in Uncategorized | 1 Comment

Thesis: Controlling Multibody Dynamics via Browsing and Time Reversal

Christopher Twigg’s thesis from CMU: “Animation techniques for controlling passive simulation are commonly based on an optimization paradigm: the user provides goals a priori, and sophisticated numerical methods minimize a cost function that represents these goals. Unfortunately, for multibody systems … Continue reading →

Posted in Uncategorized | Comments Off on Thesis: Controlling Multibody Dynamics via Browsing and Time Reversal

Cosserat Nets

Cosserat nets are networks of elastic rods that are linked by elastic joints. They allow to represent a large variety of objects such as elastic rings, coarse nets, or truss structures. In this paper, we propose a novel approach to … Continue reading →

Posted in Uncategorized | Comments Off on Cosserat Nets

PixeLux's DMM

I added Pixelux Entertainment’s link on the side.  They have developed a piece of software known as DMM (for  Digital Molecular Matter),  that “is a real-time finite element system that is being used in the “Force Unleashed”, an upcoming video … Continue reading →

Posted in Uncategorized | Comments Off on PixeLux's DMM

Book: Fluid simulation for computer graphics

“This book is designed to give the reader a practical introduction to fluid simulation for graphics. The field of fluid dynamics, even just in animation, is vast and so not every topic will be covered, and many wonderful papers will … Continue reading →

Posted in Uncategorized | Comments Off on Book: Fluid simulation for computer graphics

Robust and Efficient Wave Simulations on Deforming Meshes

The goal of this paper is to enable the interactive simulation of phenomena such as animated fluid characters. While full 3D fluid solvers achieve this with control algorithms, these 3D simulations are usually too costly for real-time environments. In order … Continue reading →

Posted in Uncategorized | Comments Off on Robust and Efficient Wave Simulations on Deforming Meshes

Fool Me Twice: Exploring and Exploiting Error Tolerance in Physics-Based Animation

The error tolerance of human perception offers a range of opportunities to trade numerical accuracy for performance in physics-based simulation. However, most previous approaches either focus exclusively on understanding the tolerance of the human visual system or burden the application … Continue reading →

Posted in Uncategorized | Comments Off on Fool Me Twice: Exploring and Exploiting Error Tolerance in Physics-Based Animation