Symposium on Computer Animation 2018

Liquid Splash Modeling with Neural Networks Collision-Aware and Online Compression of Rigid Body Simulations via Integrated Error Minimization An Efficient Solver for Two-way Coupling Rigid Bodies with Incompressible Flow A Temporally Adaptive Material Point Method with Regional Time Stepping Time-Domain Parallelization for Accelerating Cloth Simulation Cable Joints Distributing and Load Balancing Sparse Fluid Simulations Coupled […]

Active Animations of Reduced Deformable Models with Environment Interactions

Zherong Pan., Dinesh Manocha We present an efficient spacetime optimization method to automatically generate animations for a general volumetric, elastically deformable body. Our approach can model the interactions between the body and the environment and automatically generate active animations. We model the frictional contact forces using contact invariant optimization and the fluid drag forces using […]

Tetrahedral Meshing in the Wild

Yixin Hu, Qingnan Zhou, Xifeng Gao, Alec Jacobson, Denis Zorin, Daniele Panozzo We propose a novel tetrahedral meshing technique that is unconditionally robust, requires no user interaction, and can directly convert a triangle soup into an analysis-ready volumetric mesh. The approach is based on several core principles: (1) initial mesh construction based on a fully […]

SIGGRAPH 2018

SIGGRAPH: Water Surface Wavelets tempoGAN: A Temporally Coherent, Volumetric GAN for Super-resolution Fluid Flow Animating Fluid Sediment Mixture in Particle-Laden Flows A Moving Least Squares Material Point Method with Displacement Discontinuity and Two-Way Rigid Body Coupling A Multi-Scale Model for Simulating Liquid-Fabric Interactions Tetrahedral Meshing in the Wild Eulerian-on-Lagrangian Cloth Simulation A Material Point Method […]

Controllable Dendritic Crystal Simulation Using Orientation Field

Bo Ren, Jiahui Huang, Ming C. Lin, Shi-Min Hu Real world dendritic growths show charming structures by their exquisite balance between the symmetry and randomness in the crystal formation. Other than the variety in the natural crystals, richer visual appearance of crystals can benefit from artificially controlling of the crystal growth on its growing directions […]

Eurographics 2018

Direct Position-Based Solver for Stiff Rods A Physically Consistent Implicit Viscosity Solver for SPH Fluids Fast Fluid Simulations with Sparse Volumes on the GPU Efficient BVH-based Collision Detection with Ordering and Restructuring Hair Modeling and Simulation by Style Extended Narrow Band FLIP for Liquid Simulations Fast Penetration Volume for Rigid Bodies Controllable Dendritic Crystal Simulation […]

SIGGRAPH Asia 2017

Conformation Constraints for Efficient Viscoelastic Fluid Simulation An Adaptive Generalized Interpolation Material Point Method for Simulating Elastostatic Materials Interactive Wood Combustion for Botanical Tree Models A Hyperbolic Geometric Flow for Evolving Films and Foams A Unified Particle System Framework for Multi-Phase, Multi-Material Visual Simulations A Polynomial Particle-In-Cell Method Planar Interpolation with Extreme Deformation, Topology Change […]

Designing Cable-Driven Actuation Networks for Kinematic Chains and Trees

Vittorio Megaro, Espen Knoop, Andrew Spielberg, David I.W. Levin, Wojciech Matusik,Markus Gross, Bernhard Thomaszewski, Moritz Bächer In this paper, we present an optimization-based approach for the design of cable-driven kinematic chains and trees. Our system takes as input a hierarchical assembly consisting of rigid links jointed together with hinges. The user also specifies a set of target poses or keyframes using […]

Symposium on Computer Animation 2017

Density Maps for Improved SPH Boundary Handling Fully Asynchronous SPH Simulation Evaporation and Condensation of SPH-based Fluids A Micropolar Material Model for Turbulent SPH Fluids Physically-Based Droplet Interaction Hierarchical Vorticity Skeletons A Positive-Definite Cut-Cell Method for Strong Two-Way Coupling Between Fluids and Deformable Bodies Rigid Body Contact Problems using Proximal Operators Long Range Constraints for […]

Authoring Landscapes by Combining Ecosystem and Terrain Erosion Simulation

Guillaume Cordonnier, Eric Galin, James Gain, Bedrich Benes, Eric Guérin, Adrien Peytavie, Marie-Paule Cani We introduce a novel framework for interactive landscape authoring that supports bi-directional feedback between erosion and vegetation simulation. Vegetation and terrain erosion have strong mutual impact and their interplay influences the overall realism of virtual scenes. Despite their importance, these complex […]