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Large-Scale Finite State Game Engines
(The Eurographics Association, 2016)
This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to ...
Versatile Interactions at Interfaces for SPH-Based Simulations
(The Eurographics Association, 2016)
The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit ...
Compressing Fluid Subspaces
(The Eurographics Association, 2016)
Subspace fluid simulations, also known as reduced-order simulations, can be extremely fast, but also require basis matrices that consume an enormous amount of memory. Motivated by the extreme sparsity of Laplacian ...
Constrained Neighbor Lists for SPH-based Fluid Simulations
(The Eurographics Association, 2016)
In this paper we present a new approach to create neighbor lists with strict memory bounds for incompressible Smoothed Particle Hydrodynamics (SPH) simulations. Our proposed approach is based on a novel efficient ...