SIGGRAPH Asia 2008 papers

The list of SIGGRAPH Asia papers is up… For physics, there’s basically 5 papers: Magnets in Motion Real-time Control of Physically Based Simulations using Gentle Forces Staggered Projections for Frictional Contact in Multibody Systems Optimizing Cubature for Efficient Integration of Subspace Deformations Fast Animation of Turbulence Using Energy Transport and Procedural Synthesis

Adaptive Particles for Incompressible Fluid Simulation

We propose a particle-based technique for simulating incompressible fluid that includes adaptive refinement of particle sampling. Each particle represents a mass of fluid in its local region. Particles are split into several particles for finer sampling in regions of complex flow. In regions of smooth flow, neighboring particles can be merged. Depth below the surface […]

Optimizing Cubature for Efficient Integration of Subspace Deformations

We propose an efficient scheme for evaluating nonlinear subspace forces (and Jacobians) associated with subspace deformations. The core problem we address is efficient integration of the subspace force density over the 3D spatial domain. Similar to Gaussian quadrature schemes that efficiently integrate functions that lie in particular polynomial subspaces, we propose cubature schemes (multi-dimensional quadrature) […]

Thesis: Controlling Multibody Dynamics via Browsing and Time Reversal

Christopher Twigg’s thesis from CMU: “Animation techniques for controlling passive simulation are commonly based on an optimization paradigm: the user provides goals a priori, and sophisticated numerical methods minimize a cost function that represents these goals. Unfortunately, for multibody systems with discontinuous contact events these optimization problems can be highly nontrivial to solve, and many-hour […]

Fool Me Twice: Exploring and Exploiting Error Tolerance in Physics-Based Animation

The error tolerance of human perception offers a range of opportunities to trade numerical accuracy for performance in physics-based simulation. However, most previous approaches either focus exclusively on understanding the tolerance of the human visual system or burden the application developer with case-specific implementations. In this paper, based on a detailed set of perceptual metrics, […]

SIGGRAPH 2008 papers list

The 2008 edition of the annual unofficial list of SIGGRAPH papers is up. It’s looking like a big year for physics – just over 14% so far… Fast Viscoelastic Behavior with Thin Features Backward Steps in Rigid Body Simulations Bubbles Alive Porous Flow in Particle-Based Fluid Simulations Animating developable surfaces using nonconforming elements Spline Joints […]

SCA 2008 Papers List

The list of papers accepted to the 2008 Symposium on Computer Animation is up here. The physics-oriented subset of those papers: Evolving Sub-Grid Turbulence for Smoke Animation Low Viscosity Flow Simulations for Animation Visual Simulation of Shockwaves Fast Adaptive Shape Matching Deformations Two-way Coupling of Rigid and Deformable Bodies Flexible Simulation of Deformable Models Using […]

Conferences 2008

The 2008 Symposium on Computer Animation will be in Dublin, Ireland from July 7-9, with paper deadline April 18. SCA 2008 Eurographics 2008 is in Crete, Greece April 14-18. Eurographics 2008 And of course SIGGRAPH 2008 is once again in Los Angeles, August 11-15, with paper deadline this coming Wednesday, January 23. SIGGRAPH 2008 No […]

Real-Time Breaking Waves for Shallow Water Simulations

We present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D simulations, however, are still too expensive for real-time applications, especially when large bodies of water […]

SIGGRAPH Sketches

With SIGGRAPH kicking off next week, thought I’d iterate a (probably incomplete) list of primarily physics-oriented sketches. Is This For Real? Implementing Wave Particles for Real-Time Water Waves With Object Interaction Let’s Get Physical Modal Locomotion: Controlling Passive Elastic Dynamics Contact Trees: Adaptive Contact Sampling for Robust Dynamics Blobtacular: Surfacing Particle Systems in “Pirates of […]