Category Archives: Uncategorized

Fast Simulation of Inextensible Hair and Fur

Matthias Mueller, Tae-Young Kim, Nuttapong Chentanez In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry … Continue reading →

Posted in Uncategorized | Comments Off on Fast Simulation of Inextensible Hair and Fur

A Prediction-Correction Approach for Stable SPH Fluid Simulation from Liquid to Rigid

Francois Dagenais, Jonathan Gagnon, Eric Paquette The simulation of highly viscous fluids using an SPH (Smoothed Particle Hydrodynamics) approach is a tedious task. Since the equations are typically posed as stiff problems, simulating highly viscous fluids involves strong forces applied to … Continue reading →

Posted in Uncategorized | Comments Off on A Prediction-Correction Approach for Stable SPH Fluid Simulation from Liquid to Rigid

Real-Time Fluid Effects on Surfaces using the Closest Point Method

S. Auer, C. B. MacDonald, M. Treib, J. Schneider, R. Westermann The Closest Point Method (CPM) is a method for numerically solving partial differential equations (PDEs) on arbitrary surfaces, independent of the existence of a surface parametrization. The CPM uses … Continue reading →

Posted in Uncategorized | Comments Off on Real-Time Fluid Effects on Surfaces using the Closest Point Method

Position-based Methods for the Simulation of Solid Objects in Computer Graphics

Jan Bender, Matthias Müller, Miguel A. Otaduy and Matthias Teschner The dynamic simulation of solids has a long history in computer graphics. The classical methods in this field are based on the use of forces or impulses to simulate joints … Continue reading →

Posted in Uncategorized | Comments Off on Position-based Methods for the Simulation of Solid Objects in Computer Graphics

Closest Point Turbulence for Liquid Surfaces

Theodore Kim, Jerry Tessendorf, Nils Thuerey We propose a method of increasing the apparent spatial resolution of an existing liquid simulation. Previous approaches to this “up-resing” problem have focused on increasing the turbulence of the underlying velocity field. Motivated by … Continue reading →

Posted in Uncategorized | Comments Off on Closest Point Turbulence for Liquid Surfaces

Sci-Tech Oscars

The Oscars for Scientific and Technical Achievement were announced recently, and among them are a pair of tools for physics-based animation: To Theodore Kim, Nils Thuerey, Markus Gross and Doug James for the invention, publication and dissemination of Wavelet Turbulence software. This technique allowed for fast, … Continue reading →

Posted in Uncategorized | Comments Off on Sci-Tech Oscars

Artistic Simulation of Curly Hair

Hayley Iben, Mark Meyer, Lena Petrovic, Olivier Soares, John Anderson, Andrew Witkin We present a novel method for stably simulating stylized curly hair that addresses artistic needs and performance demands, both found in the production of feature films. To satisfy … Continue reading →

Posted in Uncategorized | Comments Off on Artistic Simulation of Curly Hair

Simulating Liquids and Solid-Liquid Interaction with Lagrangian Meshes

Pascal Clausen, Martin Wicke, Jonathan Shewchuk, James O’Brien This paper describes a Lagrangian finite element method that simulates the behavior of liquids and solids in a unified framework. Local mesh improvement operations maintain a high-quality tetrahedral discretization even as the … Continue reading →

Posted in Uncategorized | Comments Off on Simulating Liquids and Solid-Liquid Interaction with Lagrangian Meshes

Lattice Cleaving: Conforming Tetrahedral Meshes of Multimaterial Domains with Bounded Quality

Jonathan R. Bronson, Joshua A. Levine, Ross T. Whitaker We introduce a new algorithm for generating tetrahedral meshes that conform to physical boundaries in volumetric domains consisting of multiple materials. The proposed method allows for an arbitrary number of materials, … Continue reading →

Posted in Uncategorized | Comments Off on Lattice Cleaving: Conforming Tetrahedral Meshes of Multimaterial Domains with Bounded Quality

Vega: Non-Linear FEM Deformable Object Simulator

Fun Shing Sin, Daniel Schroeder, Jernej Barbic This practice and experience paper describes a robust C++ implementation of several non-linear solid three-dimensional deformable object strategies commonly employed in computer graphics, named the Vega finite element method (FEM) simulation library. Deformable … Continue reading →

Posted in Uncategorized | Comments Off on Vega: Non-Linear FEM Deformable Object Simulator