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 […]

A Practical Octree Liquid Simulator with Adaptive Surface Resolution

Ryoichi Ando, Christopher Batty We propose a new adaptive liquid simulation framework that achieves highly detailed behavior with reduced implementation complexity. Prior work has shown that spatially adaptive grids are efficient for simulating large-scale liquid scenarios, but in order to enable adaptivity along the liquid surface these methods require either expensive boundary-conforming (re-)meshing or elaborate […]

Simple and Scalable Frictional Contacts for Thin Nodal Objects

Gilles Daviet Frictional contacts are the primary way by which physical bodies interact, yet they pose many numerical challenges. Previous works have devised robust methods for handling collisions in elastic bodies, cloth, or fiber assemblies such as hair, but the performance of many of those algorithms degrades when applied to objects with different topologies or […]

Kelvin Transformations for Simulations on Infinite Domains

Mohammad Sina Nabizadeh, Ravi Ramamoorthi, Albert Chern Solving partial differential equations (PDEs) on infinite domains has been a challenging task in physical simulations and geometry processing. We introduce a general technique to transform a PDE problem on an unbounded domain to a PDE problem on a bounded domain. Our method uses the Kelvin Transform, which […]

Locking-Proof Tetrahedra

Mihail Francu, Árni Gunnar Ásgeirsson, Erleben, Kenny, Mads J. L. Rønnow The simulation of incompressible materials suffers from locking when us-ing the standard finite element method (FEM) and coarse linear tetrahedral meshes. Locking increases as the Poisson ratio𝜈gets close to0.5and often lower Poisson ratio values are used to reduce locking, affecting volume preservation. We propose […]

SIGGRAPH 2021

Revisiting Integration in the Material Point Method: A Scheme for Easier Separation and Less Dissipation Mechanics-Aware Deformation of Yarn Pattern Geometry Kelvin Transformations for Simulations on Infinite Domains QuanTaichi: A Compiler for Quantized Simulations A Unified Second-Order Accurate in Time MPM Formulation for Simulating Viscoelastic Liquids with Phase Change Bijective and Coarse High-Order Tetrahedral Meshes […]