Physical validation of simulators in Computer Graphics: A new framework dedicated to slender elastic structures and frictional contact

Victor Romero, Mickael Ly, Abdullah Haroon Rasheed, Raphael Charrondiere, Arnaud Lazarus, Sebastian Neukirch, Florence Bertails-Descoubes We introduce a selected set of protocols inspired from the Soft Matter Physics community in order to validate Computer Graphics simulators of slender elastic structures possibly subject to dry frictional contact. Although these simulators were primarily intended for feature film […]

Systematically Differentiating Parametric Discontinuities

Sai Praveen Bangaru, Jesse Michel, Kevin Mu, Gilbert Bernstein, Tzu-Mao Li, Jonathan Ragan-Kelley Emerging research in computer graphics, inverse problems, and machine learning requires us to differentiate and optimize parametric discontinuities. These discontinuities appear in object boundaries, occlusion, contact, and sudden change over time. In many domains, such as rendering and physics simulation, we differentiate […]

Fire in Paradise: Mesoscale Simulation of Wildfires

T. Hädrich, D. T. Banuti, W. Pałubicki, S. Pirk, D. L. Michels. Resulting from changing climatic conditions, wildfires have become an existential threat across various countries around the world. The complex dynamics paired with their often rapid progression renders wildfires an often disastrous natural phenomenon that is difficult to predict and to counteract. In this […]

A Unified Second-Order Accurate in Time MPM Formulation for Simulating Viscoelastic Liquids with Phase Change

Haozhe Su*, Tao Xue*, Chengguizi Han, Chenfanfu Jiang, Mridul Aanjaneya (*Joint first authors) We assume that the viscous forces in any liquid are simultaneously local and non-local, and introduce the extended POM-POM model [Mcleish and Larson 1998; Oishi et al. 2012; Verbeeten et al. 2001] to computer graphics to design a unified constitutive model for […]

QuanTaichi: A Compiler for Quantized Simulations

Yuanming Hu, Jiafeng Liu, Xuanda Yang, Mingkuan Xu, Ye Kuang, Weiwei Xu, Qiang Dai, William T. Freeman, Fredo Durand High-resolution simulations can deliver great visual quality, but they are often limited by available memory, especially on GPUs. We present a compiler for physical simulation that can achieve both high performance and significantly reduced memory costs, […]

Frictional Contact on Smooth Elastic Solids

Egor Larionov, Ye Fan, Dinesh K. Pai Frictional contact between deformable elastic objects remains a difficult simulation problem in computer graphics. Traditionally, contact has been resolved using sophisticated collision detection schemes and methods that build on the assumption that contact happens between polygons. While polygonal surfaces are an efficient representation for solids, they lack some […]