Continuous Penalty Forces

Min Tang, Dinesh Manocha, Miguel Otaduy, Ruofeng Tong We present a simple algorithm to compute continuous penalty forces to determine collision response between rigid and deformable models bounded by triangle meshes. Our algorithm provides a well-behaved solution in contrast to the traditional stability and robustness problems of penalty methods, induced by force discontinuities. We trace […]

STAR: Interactive Simulation of Rigid Body Dynamics in Computer Graphics

Jan Bender, Kenny Erleben, Jeff Trinkle, Erwin Coumans Interactive rigid body simulation is an important part of many modern computer tools. No authoring tool nor a game engine can do without. The high performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper […]

Articulated Swimming Creatures

We present a general approach to creating realistic swimming behavior for a given articulated creature body. The two main components of our method are creature/fluid simulation and the optimization of the creature motion parameters. We simulate two-way coupling between the fluid and the articulated body by solving a linear system that matches acceleration at fluid/solid […]

Hybrid Multiresolution Wire

We describe a method for the visual interactive simulation of wires contacting with rigid multibodies. The physical model used is a hybrid combining lumped elements and massless quasistatic representations. The latter is based on a kinematic constraint preserving the total length of the wire along a segmented path which can involve multiple bodies simultaneously and […]

Constraint Fluids

We present a fluid simulation method based on Smoothed Particle Hydrodynamics (SPH) in which incompressibility and boundary conditions are enforced using holonomic kinematic constraints on the density. This formulation enables systematic multiphysics integration in which interactions are modeled via similar constraints between the fluid pseudo-particles and impenetrable surfaces of other bodies. These conditions embody Archimede’s […]

Fast and Scalable CPU/GPU Collision Detection for Rigid and Deformable Surfaces

We present a new hybrid CPU/GPU collision detection technique for rigid and deformable objects based on spatial subdivision. Our approach efficiently exploits the massive computational capabilities of modern CPUs and GPUs commonly found in off-the-shelf computer systems. The algorithm is specifically tailored to be highly scalable on both the CPU and the GPU sides. We […]

Fast Particle-Based Visual Simulation of Melting Ice

The visual simulation of natural phenomena has been widely studied. Although several methods have been proposed to simulate melting, the flows of meltwater drops on the surfaces of objects are not taken into account. In this paper, we propose a particle-based method for the simulation of the melting and freezing of ice objects and the […]

Piles of Objects

We present a method for directly modeling piles of objects in multibody simulations. Piles of objects represent some of the more interesting, but also most time-consuming portion of simulation. We propose a method for reducing computation in many of these situations by explicitly modeling the piles that the objects may form into. By modeling pile […]

Creature Control in a Fluid Environment

In this paper, we propose a method designed to allow creatures to actively respond to a fluid environment. We explore various objective functions in order to determine ways to direct the behavior of our creatures. Our proposed method works in conjunction with generalized body forces as well as both one-way and two-way coupled fluid forces. […]

Volume Contact Constraints at Arbitrary Resolution

We introduce a new method for simulating frictional contact between volumetric objects using interpenetration volume constraints. When applied to complex geometries, our formulation results in dramatically simpler systems of equations than those of traditional mesh contact models. Contact between highly detailed meshes can be simplified to a single unilateral constraint equation, or accurately processed at […]