Vertex Block Descent

Anka He Chen, Ziheng Liu, Yin Yang, Cem Yuksel We introduce vertex block descent, a block coordinate descent solution for the variational form of implicit Euler through vertex-level Gauss-Seidel iterations. It operates with local vertex position updates that achieve reductions in global variational energy with maximized parallelism. This forms a physics solver that can achieve […]

GIPC: Fast and stable Gauss-Newton optimization of IPC barrier energy

Kemeng Huang, Floyd Chitalu, Huancheng Lin, Taku Komura Barrier functions are crucial for maintaining an intersection and inversion free simulation trajectory but existing methods which directly use distance can restrict implementation design and performance. We present an approach to rewriting the barrier function for arriving at an efficient and robust approximation of its Hessian. The […]

Scintilla: Simulating Combustible Vegetation for Wildfires

Andrzej Kokosza, Helge Wrede, Daniel Gonzalez Esparza, Milosz Makowski, Daoming Liu, Dominik L. Michels, Sören Pirk, Wojtek Pałubicki Wildfires are a complex physical phenomenon that involves the combustion of a variety of flammable materials ranging from fallen leaves and dried twigs to decomposing organic material and living flora. All these materials can potentially act as […]

Cyclogenesis: Simulating Hurricanes and Tornadoes

J. A. Amador Herrera, J. Klein, D. Liu, W. Pałubicki, S. Pirk, D. L. Michels Cyclones are large-scale phenomena that result from complex heat and water transfer processes in the atmosphere, as well as from the interaction of multiple hydrometeors, i.e., water and ice particles. When cyclones make landfall, they are considered natural disasters and […]

Real-time Wing Deformation Simulations for Flying Insects

Qiang Chen, Zhigang Deng, Feng Li, Yuming Fang, Tingsong Lu, Yang Tong, Yifan Zuo Realistic simulation of the intricate wing deformations seen in flying insects not only deepens our comprehension of insect flight mechanics but also opens up numerous applications in fields such as computer animation and virtual reality. Despite its importance, this research area […]

Differentiable solver for time-dependent deformation problems with contact

Zizhou Huang, Davi Colli Tozoni, Arvi Gjoka, Zachary Ferguson, Teseo Schneider, Daniele Panozzo, Denis Zorin We introduce a general differentiable solver for time-dependent deformation problems with contact and friction. Our approach uses a finite element discretization with a high-order time integrator coupled with the recently proposed incremental potential contact method for handling contact and friction […]

VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality

Ying Jiang, Chang Yu, Tianyi Xie, Xuan Li, Yutao Feng, Huamin Wang, Minchen Li, Henry Lau, Feng Gao, Yin Yang, Chenfanfu Jiang As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there’s a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and […]

Going with the Flow

Yousuf Soliman, Marcel Padilla, Oliver Gross, Felix Knöppel, Ulrich Pinkall, Peter Schröder Given a sequence of poses of a body we study the motion resulting when the body is immersed in a (possibly) moving, incompressible medium. With the poses given, say, by an animator, the governing second-order ordinary differential equations are those of a rigid […]

Neural Monte Carlo Fluid Simulation

Pranav Jain, Peter Yichen Chen, Ziyin Qu, Oded Stein The idea of using a neural network to represent continuous vector fields (i.e., neural fields) has become popular for solving PDEs arising from physics simulations. Here, the classical spatial discretization (e.g., finite difference) of PDE solvers is replaced with a neural network that models a differentiable […]

Velocity-Based Monte Carlo Fluids

Ryusuke Sugimoto, Christopher Batty, Toshiya Hachisuka We present a velocity-based Monte Carlo fluid solver that overcomes the limitations of its existing vorticity-based counterpart. Because the velocity-based formulation is more commonly used in graphics, our Monte Carlo solver can be readily extended with various techniques from the fluid simulation literature. We derive our method by solving […]