Category Archives: Uncategorized

Projective Skinning

Martin Komaritzan, Mario Botsch We present a novel approach for physics-based character skinning. While maintaining real-time performance it overcomes the well-known artifacts of commonly used geometric skinning approaches, it enables dynamic effects, and it resolves local self-collisions. Our method is … Continue reading

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Interactive Two-Way Shape Design of Elastic Bodies

Rajaditya Mukherjee, Longhua Wu, Huamin Wang We present a novel system for interactive elastic shape design in both forward and inverse fashions. Using this system, the user can choose to edit the rest shape or the quasistatic shape of an … Continue reading

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Learning Nonlinear Soft-Tissue Dynamics for Interactive Avatars

Dan Casas, Miguel Otaduy We present a novel method to enrich existing vertex-based human body models by adding soft-tissue dynamics. Our model learns to predict per-vertex 3D offsets, referred to as dynamic blendshapes, that reproduce nonlinear mesh deformation effects as … Continue reading

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Comparison of Mixed Linear Complementarity Problem Solvers for Multibody Simulations with Contact

Andreas Enzenhofer, Sheldon Andrews, Marek Teichmann, Jozsef Kövecses The trade-off between accuracy and computational performance is one of the central conflicts in real-time multibody simulations, much of which can be attributed to the method used to solve the constrained multibody … Continue reading

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A Material Point Method for Thin Shells with Frictional Contact

Qi Guo, Xuchen Han, Chuyuan Fu, Theodore Gast, Rasmus Tamstorf, Joseph Teran We present a novel method for simulation of thin shells with frictional contact using a combination of the Material Point Method (MPM) and subdivision finite elements. The shell … Continue reading

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Fluid Directed Rigid Body Control Using Deep Reinforcement Learning

Yunsheng Tian, Pingchuan Ma, Zherong Pan, Bo Ren, and Dinesh Manocha We present a learning-based method to control a coupled 2D system involving both fluid and rigid bodies. Our approach is used to modify the fluid/rigid simulator’s behavior by applying … Continue reading

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Eulerian-on-Lagrangian Cloth Simulation

Nicholas J. Weidner, Kyle Piddington, David I. W. Levin, Shinjiro Sueda We resolve the long-standing problem of simulating the contact-mediated interaction of cloth and sharp geometric features by introducing an Eulerian-on-Lagrangian (EOL) approach to cloth simulation. Unlike traditional Lagrangian approaches … Continue reading

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Tetrahedral Meshing in the Wild

Yixin Hu, Qingnan Zhou, Xifeng Gao, Alec Jacobson, Denis Zorin, Daniele Panozzo We propose a novel tetrahedral meshing technique that is unconditionally robust, requires no user interaction, and can directly convert a triangle soup into an analysis-ready volumetric mesh. The … Continue reading

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A Multi-Scale Model for Simulating Liquid-Fabric Interactions

Raymond (Yun) Fei, Christopher Batty, Eitan Grinspun, Changxi Zheng We propose a method for simulating the complex dynamics of partially and fully saturated woven and knit fabrics interacting with liquid, including the effects of buoyancy, nonlinear drag, pore (capillary) pressure, … Continue reading

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A Moving Least Squares Material Point Method with Displacement Discontinuity and Two-Way Rigid Body Coupling

Yuanming Hu, Yu Fang, Ziheng Ge, Ziyin Qu, Yixin Zhu, Andre Pradhana, Chenfanfu Jiang In this paper, we introduce the Moving Least Squares Material Point Method (MLS-MPM). MLS-MPM naturally leads to the formulation of Affine Particle-In-Cell (APIC) [Jiang et al. … Continue reading

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