SCA 11: Eurographics/SIGGRAPH Symposium on Computer Animation
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Browsing SCA 11: Eurographics/SIGGRAPH Symposium on Computer Animation by Subject "Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometryand Object Modeling-Physically based modeling I.3.7 [Computer Graphics]: Three-Dimensional Graphics andRealism-Animation"
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Item A Particle-based Method for Preserving Fluid Sheets(The Eurographics Association, 2011) Ando, Ryoichi; Tsuruno, Reiji; A. Bargteil and M. van de PanneWe present a new particle-based method that explicitly preserves thin fluid sheets for animating liquids. Our primary contribution is a meshless particle-based framework that splits at thin points and collapses at dense points to prevent the breakup of liquid. In contrast to existing surface tracking methods, the proposed framework does notsuffer from numerical diffusion or tangles, and robustly handles topology changes by the meshless representation. As the underlying fluid model, we use Fluid-Implicit-Particle (FLIP) with weak spring forces to generate smooth particle-based liquid animation that maintains an even spatial particle distribution in the presence of eddying or inertial motions. The thin features are detected by examining stretches of distributions of neighboring particles by performing Principle Component Analysis (PCA), which is used to reconstruct thin surfaces with anisotropic kernels. Our algorithm is intuitively implemented, easy to parallelize and capable of producing visually complex thin liquid animations.Item Robust Real-Time Deformation of Incompressible Surface Meshes(The Eurographics Association, 2011) Diziol, R.; Bender, J.; Bayer, D.; A. Bargteil and M. van de PanneWe introduce an efficient technique for robustly simulating incompressible objects with thousands of elements in real-time. Instead of considering a tetrahedral model, commonly used to simulate volumetric bodies, we simply use their surfaces. Not requiring hundreds or even thousands of elements in the interior of the object enables us to simulate more elements on the surface, resulting in high quality deformations at low computation costs. Theelasticity of the objects is robustly simulated with a geometrically motivated shape matching approach which is extended by a fast summation technique for arbitrary triangle meshes suitable for an efficient parallel computation on the GPU. Moreover, we present an oscillation-free and collision-aware volume constraint, purely based on the surface of the incompressible body. The novel heuristic we propose in our approach enables us to conserve the volume, both globally and locally. Our volume constraint is not limited to the shape matching method and can be used with any method simulating the elasticity of an object. We present several examples which demonstrate high quality volume conserving deformations and compare the run-times of our CPU implementation, as well as our GPU implementation with similar methods.