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, produces high-quality tetrahedral meshes with upper and lower bounds on dihedral angles, and guarantees geometric […]

High-Resolution Simulation of Granular Material with SPH

Markus Ihmsen, Arthur Wahl, Matthias Teschner We present an efficient framework for simulating granular material with high visual detail. Our model solves the computationally and numerically critical forces on a coarsely sampled particle simulation. We incorporate a new frictional boundary force into an existing continuum-based method which enables realistic interactions and a more robust simulation. Visual realism is […]

An Efficient Surface Reconstruction Pipeline for Particle-Based Fluids

Gizem Akinci, Nadir Akinci, Markus Ihmsen, Matthias Teschner In this paper we present an efficient surface reconstruction pipeline for particle-based fluids such as smoothed particle hydrodynamics. After the scalar field computation and the marching cubes based triangulation, we post process the surface mesh by applying surface decimation and subdivision algorithms. In comparison to existing approaches, the decimation step […]

Wetting Effects in Hair Simulation

Witawat Rungjiratananon, Yoshihiro Kanamori, Tomoyuki Nishita There is considerable recent progress in hair simulations, driven by the high demands in computer animated movies. However, capturing the complex interactions between hair and water is still relatively in its infancy. Such interactions are best modeled as those between water and an anisotropic permeable medium as water can flow into […]

Large-scale Fluid Simulation using Velocity-Vorticity Domain Decomposition

Abhinav Golas, Rahul Narain, Jason Sewall, Pavel Krajcevski, Pradeep Dubey, Ming Lin Simulating fluids in large-scale scenes with appreciable quality using state-of-the-art methods can lead to high memory and compute requirements. Since memory requirements are proportional to the product of domain dimensions, simulation performance is limited by memory access, as solvers for elliptic problems are […]

Synthesizing Waves from Animated Height Fields

Michael B. Nielsen, Andreas Soderstrom, Robert Bridson Computer animated ocean waves for feature films are typically carefully choreographed to match the vision of the director and to support the telling of the story. The rough shape of these waves is established in the previsualization (previs) stage, where artists use a variety of modeling tools with fast feedback to […]

Controlling Liquids Using Meshes

Karthik Raveendran, Nils Thuerey, Chris Wojtan, Greg Turk We present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping streams, separating sheets of fluid, surface waves and ripples. The first portion of our […]

Smoke Sheets for Graph-Structured Vortex Filaments

Alfred Barnat, Nancy S. Pollard Smoke is one of the core phenomena which fluid simulation techniques in computer graphics have attempted to capture. It is both well understood mathematically and important in lending realism to computer generated effects. In an attempt to overcome the diffusion inherent to Eulerian grid-based simulators, a technique has recently been […]

Simulating Free Surface Flow with Very Large Timesteps

Michael Lentine, Matthew Cong, Saket Patkar, Ron Fedkiw We provide a novel simulation method for incompressible free surface flows that allows for large time steps on the order of 10-40 times bigger than the typical explicit time step restriction would allow. Although semi-Lagrangian advection allows for this from the standpoint of stability, large time steps […]

Mass-Conserving Eulerian Liquid Simulation

Nuttapong Chentanez, Matthias Mueller We present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small scale details of the free surface from disappearing, a problem that plagues many previous approaches, while global mass conservation ensures that the total […]