Implicit Multibody Penalty-based Distributed Contact

Hongyi Xu, Yili Zhao, and Jernej Barbic The penalty method is a simple and popular approach to resolving contact in computer graphics and robotics. Penalty-based contact, however, suffers from stability problems due to the highly variable and unpredictable net stiffness, and this is particularly pronounced in simulations with time-varying distributed geometrically complex contact. We employ semi-implicit integration, […]

VRIPHYS 2013

Papers: Physically-based Human Neck Simulation Physically based character skinning Tridiagonal Matrix Factorization for Inextensible Hair Strand Simulation Parallel Collision Detection in Constant Time Connective Tissues Simulation on GPU Multi-level Cloth Simulation using GPU Surface Sampling Exploring the use of Adaptive Restrained Particles for Graphics Simulations

Eurographics 2014

Kesen’s full list is here. Papers: Efficient Enforcement of Hard Articulation Constraints in the Presence of Closed Loops and Contacts IISPH-FLIP for Incompressible Fluids Efficient GPU Data Structures and Methods to Solve Sparse Linear Systems in Dynamics Applications STAR: Physically-based Simulation of Cuts in Deformable Bodies: A Survey SPH Fluids in Computer Graphics

Efficient Enforcement of Hard Articulation Constraints in the Presence of Closed Loops and Contacts

Robin Tomcin, Dominik Sibbing, Leif Kobbelt In rigid body simulation, one must distinguish between contacts (so-called unilateral constraints) and articulations (bilateral constraints). For contacts and friction, iterative solution methods have proven most useful for interactive applications, often in combination with Shock-Propagation in cases with strong interactions between contacts (such as stacks), prioritizing performance and plausibility […]

SPH Fluids in Computer Graphics

Markus Ihmsen, Jens Orthmann, Barbara Solenthaler, Andreas Kolb, and Matthias Teschner Smoothed Particle Hydrodynamics (SPH) has been established as one of the major concepts for fluid animation in computer graphics. While SPH initially gained popularity for interactive free-surface scenarios, it has emerged to be a fully fledged technique for state-of-the-art fluid animation with versatile effects. Nowadays, complex […]

Deformation Embedding for Point-Based Elastoplastic Simulation

B. Jones, S. Ward, A. Jallepalli, J. Perenia, and A. W. Bargteil We present a straightforward, easy-to-implement, point-based approach for animating elastoplastic materials. The core idea of our approach is the introduction of embedded space, the least-squares best fit of the material’s rest state into three dimensions. Nearest neighbor queries in the embedded space efficiently update […]