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Long Range Constraints for Rigid Body Simulations
(ACM, 2017)
The two main constraints used in rigid body simulations are contacts and joints. Both constrain the motion of a small number of bodies in close proximity. However, it is often the case that a series of constraints restrict ...
Coupling 3D Eulerian, Heightfield and Particle Methods for Interactive Simulation of Large Scale Liquid Phenomena
(The Eurographics Association, 2014)
We propose a new method to simulate large scale water phenomena by combining particle, 3D grid and height field methods. In contrast to most hybrid approaches that use particles to simulate foam and spray only, we also ...
Small Steps in Physics Simulation
(ACM, 2019)
In this paper we re-examine the idea that implicit integrators with large time steps offer the best stability/performance trade-off for stiff systems. We make the surprising observation that performing a single large time ...
Mass-Conserving Eulerian Liquid Simulation
(The Eurographics Association, 2012)
We present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small scale details of the free ...
A Multigrid Fluid Pressure SolverHandling Separating Solid Boundary Conditions
(The Eurographics Association, 2011)
We present a multigrid method for solving the linear complementarity problem (LCP) resulting from discretizing the Poisson equation subject to separating solid boundary conditions in an Eulerian liquid simulation's pressure ...
Strain Based Dynamics
(The Eurographics Association, 2014)
We propose a new set of constraints within the Position Based Dynamics (PBD) framework that allow the control of strain in directions that are independent of the edge directions of the simulation mesh. Instead of constraining ...
Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching
(The Eurographics Association, 2016)
Shape matching is a popular method for simulating deformable objects in real time as it is fast and stable at large time steps. Although shape matching can simulate large elastic deformation and ductile fracturing, until ...
Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games
(The Eurographics Association, 2012)
Inextensibility is one of the most fundamental properties of cloth. Existing approaches to handle inextensibility often require solving global non-linear systems and remain computationally expensive for computer game uses. ...
Wrinkle Meshes
(The Eurographics Association, 2010)
We present a simple and fast method to add wrinkles to dynamic meshes such as simulated cloth or the skin of an animated character. To get the desired surface details, we attach a higher resolution wrinkle mesh to the ...
Real-time Simulation of Large Bodies of Water with Small Scale Details
(The Eurographics Association, 2010)
We present a hybrid water simulation method that combines grid based and particles based approaches. Our specialized shallow water solver can handle arbitrary underlying terrain slopes, arbitrary water depth and supports ...