Yixin Hu, Qingnan Zhou, Xifeng Gao, Alec Jacobson, Denis Zorin, Daniele Panozzo
Category: Uncategorized
SIGGRAPH 2018
SIGGRAPH:
- Water Surface Wavelets
- tempoGAN: A Temporally Coherent, Volumetric GAN for Super-resolution Fluid Flow
- Animating Fluid Sediment Mixture in Particle-Laden Flows
- A Moving Least Squares Material Point Method with Displacement Discontinuity and Two-Way Rigid Body Coupling
- A Multi-Scale Model for Simulating Liquid-Fabric Interactions
- Tetrahedral Meshing in the Wild
- Eulerian-on-Lagrangian Cloth Simulation
- A Material Point Method for Thin Shells with Frictional Contact
- Fluid Directed Rigid Body Control Using Deep Reinforcement Learning
- An Advection-Reflection Solver for Detail-Preserving Fluid Simulation
- Anderson Acceleration for Geometry Optimization and Physics Simulation
- FEPR: Fast Energy Projection for Real-Time Simulation of Deformable Objects
- Immersion of Self-Intersecting Solids and Surfaces
- Active Animations of Reduced Deformable Models with Environment Interactions
- Numerical Coarsening Using Discontinuous Shape Functions
- Stitch Meshing
- Scalable Laplacian Eigenfluids
- An Implicit Frictional Contact Solver for Adaptive Cloth Simulation
- Example-based Turbulence Style Transfer
- The Human Touch: Measuring Contact with Real Human Soft Tissues
- Hyper-Reduced Projective Dynamics
- An Extended Partitioned Method for Conservative Solid-Fluid Coupling
- Learning Three-dimensional Flow for Interactive Aerodynamic Design
- Magnetization Dynamics for Magnetic Object Interactions
- Physical Simulation of Environmentally Induced Thin Shell Deformation
- Mechanical Characterization of Structured Sheet Materials
TOG presentations:
- Stable Neo-Hookean Flesh Simulation
- Precomputed Panel Solver for Aerodynamics Simulation
- Stabilizing Integrators for Real-Time Physics
- Pressure Boundaries for Implicit Incompressible SPH
- Active Animations of Reduced Deformable Models with Environment Interactions
- Automatically Distributing Eulerian and Hybrid Fluid Simulations in the Cloud
- Methodology for Assessing Mesh-Based Contact Point Methods
Controllable Dendritic Crystal Simulation Using Orientation Field
Bo Ren, Jiahui Huang, Ming C. Lin, Shi-Min Hu
Real world dendritic growths show charming structures by their exquisite balance between the symmetry and randomness in the crystal formation. Other than the variety in the natural crystals, richer visual appearance of crystals can benefit from artificially controlling of the crystal growth on its growing directions and shapes. In this paper, by introducing one extra dimension of freedom, i.e. the orientation field, into the simulation, we propose an efficient algorithm for dendritic crystal simulation that is able to reproduce arbitrary symmetry patterns with different levels of asymmetry breaking effect on general grids or meshes including spreading on curved surfaces and growth in 3D. Flexible artistic control is also enabled in a unified manner by exploiting and guiding the orientation field in the visual simulation. We show the effectiveness of our approach by various demonstrations of simulation results.
Controllable Dendritic Crystal Simulation Using Orientation Field
Eurographics 2018
- Direct Position-Based Solver for Stiff Rods
- A Physically Consistent Implicit Viscosity Solver for SPH Fluids
- Fast Fluid Simulations with Sparse Volumes on the GPU
- Efficient BVH-based Collision Detection with Ordering and Restructuring
- Hair Modeling and Simulation by Style
- Extended Narrow Band FLIP for Liquid Simulations
- Fast Penetration Volume for Rigid Bodies
- Controllable Dendritic Crystal Simulation Using Orientation Field
- An Implicit SPH Formulation for Incompressible Linearly Elastic Solids (TVCG)
SIGGRAPH Asia 2017
- Conformation Constraints for Efficient Viscoelastic Fluid Simulation
- An Adaptive Generalized Interpolation Material Point Method for Simulating Elastostatic Materials
- Interactive Wood Combustion for Botanical Tree Models
- A Hyperbolic Geometric Flow for Evolving Films and Foams
- A Unified Particle System Framework for Multi-Phase, Multi-Material Visual Simulations
- A Polynomial Particle-In-Cell Method
- Planar Interpolation with Extreme Deformation, Topology Change and Dynamics
Designing Cable-Driven Actuation Networks for Kinematic Chains and Trees
Vittorio Megaro, Espen Knoop, Andrew Spielberg, David I.W. Levin, Wojciech Matusik,Markus Gross, Bernhard Thomaszewski, Moritz Bächer
In this paper, we present an optimization-based approach for the design of cable-driven kinematic chains and trees. Our system takes as input a hierarchical assembly consisting of rigid links jointed together with hinges. The user also specifies a set of target poses or keyframes using inverse kinematics. Our approach places torsional springs at the joints and computes a cable network that allows us to reproduce the specified target poses. We start with a large set of cables that have randomly chosen routing points and we gradually remove the redundancy. Then we refine the routing points taking into account the path between poses or keyframes in order to further reduce the number of cables and minimize required control forces. We propose a reduced coordinate formulation that links control forces to joint angles and routing points, enabling the co-optimization of a cable network together with the required actuation forces. We demonstrate the efficacy of our technique by designing and fabricating a cable-driven, animated character, an animatronic hand, and a specialized gripper.
Designing Cable-Driven Actuation Networks for Kinematic Chains and Trees
Symposium on Computer Animation 2017
- Density Maps for Improved SPH Boundary Handling
- Fully Asynchronous SPH Simulation
- Evaporation and Condensation of SPH-based Fluids
- A Micropolar Material Model for Turbulent SPH Fluids
- Physically-Based Droplet Interaction
- Hierarchical Vorticity Skeletons
- A Positive-Definite Cut-Cell Method for Strong Two-Way Coupling Between Fluids and Deformable Bodies
- Rigid Body Contact Problems using Proximal Operators
- Long Range Constraints for Rigid Body Simulations
- Designing Cable-Driven Actuation Networks for Kinematic Chains and Trees
- Real-Time Interactive Tree Animation
- Inequality Cloth
- Modeling and Data-Driven Parameter Estimation for Woven Fabrics
- MaterialCloning: Acquiring Elasticity Parameters from Images for Medical Applications
Authoring Landscapes by Combining Ecosystem and Terrain Erosion Simulation
Guillaume Cordonnier, Eric Galin, James Gain, Bedrich Benes, Eric Guérin, Adrien Peytavie, Marie-Paule Cani
We introduce a novel framework for interactive landscape authoring that supports bi-directional feedback between erosion and vegetation simulation. Vegetation and terrain erosion have strong mutual impact and their interplay influences the overall realism of virtual scenes. Despite their importance, these complex interactions have been neglected in computer graphics. Our framework overcomes this by simulating the effect of a variety of geomorphological agents and the mutual interaction between different material and vegetation layers, including rock, sand, humus, grass, shrubs, and trees. Users are able to exploit these interactions with an authoring interface that consistently shapes the terrain and populates it with details. Our method, validated through side-by-side comparison with real terrains, can be used not only to generate realistic static landscapes, but also to follow the temporal evolution of a landscape over a few centuries.
Authoring Landscapes by Combining Ecosystem and Terrain Erosion Simulation
SIGGRAPH 2017
- Variational Stokes: A Unified Pressure-Viscosity Solver for Accurate Viscous Liquids
- Power Diagrams and Sparse Paged Grids for High Resolution Adaptive Liquids
- A Multi-Scale Model for Simulating Liquid-Hair Interactions
- A Stiffly Accurate Integrator for Elastodynamic Problems
- Example-Based Damping Design
- Robust eXtended Finite Elements for Complex Cutting of Deformables
- Perceptual Evaluation of Liquid Simulation Methods
- Data-Driven Synthesis of Smoke Flows with CNN-based Feature Descriptors
- Example-Based Expressive Animation of 2D Rigid Bodies
- Phace: Physics-based Face Modeling and Animation
- Multi-species Simulation of Porous Sand and Water Mixtures
- Botanical Materials Based on Biomechanics
- Infinite Continuous Adaptivity for Incompressible SPH
- Bounce Maps: An Improved Restitution Model for Real-Time Rigid Body Impact
- Regularized Kelvinlets: Sculpting Brushes based on Fundamental Solutions of Elasticity
- Authoring Landscapes by Combining Ecosystem and Terrain Erosion Simulation
- Data-Driven Physics for Human Soft Tissue Animation
- Dynamics-Aware Numerical Coarsening for Fabrication Design
- Anisotropic Elastoplasticity for Cloth, Knit, and Hair Frictional Contact
- Fluxed Animated Boundary Method
- Water Wave Packets
- All’s Well That Ends Well: Guaranteed Resolution of Simultaneous Rigid-Body Impact
- Multi-Scale Vorticle Fluids
TOG Papers:
- Interpolations of Smoke and Liquid Simulations
- Fast Weather Simulation for Inverse Procedural Design of 3D Urban Models
- Quasi-Newton Methods for Real-Time Simulation of Hyperelastic Materials
- Efficient Optimal Control of Smoke using Spacetime Multigrid
- A Schur Complement Preconditioner for Scalable Parallel Fluid Simulation
- Improving the GJK Algorithm for Faster and More Reliable Distance Queries Between Convex Objects
Eurographics 2017
- Interactive Paper Tearing
- Geometric Stiffness for Real-time Constrained Multibody Dynamics
- Primal-Dual Optimization for Fluids
- Enriching Facial Blendshape Rigs with Physical Simulation
- Simulation-Ready Hair Capture
- Real-Time Oil Painting on Mobile Hardware (CGF paper)
- Interactive Modeling and Authoring of Climbing Plants
- Parallel Constant Time Collision Detection for Polygonal Objects