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Physics-Based Animation
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This site is dedicated to accumulating and highlighting research in the exciting field of physics-based animation for computer graphics. In general, the topics that I usually include are rigid bodies, deformable bodies, cloth, articulated bodies, collision detection, meshing, shells, hair, liquids, gases/smoke, explosions, fracture, and the list goes on.
Physics-Based Animation
2w ago
Zhongtian Zheng, Tongtong Wang, Qijia Feng, Zherong Pan, Xifeng Gao, Kui Wu
Simulating high-resolution cloth poses computational challenges in real-time applications. In the gaming industry, the proxy mesh technique offers an alternative, simulating a simplified low-resolution cloth geometry, proxy mesh. This proxy mesh’s dynamics drive the detailed high-resolution geometry, visual mesh, through Linear Blended Skinning (LBS). However, generating a suitable proxy mesh with appropriate skinning weights from a given visual mesh is non-trivial, often requiring skilled artists several days for fine ..read more
Physics-Based Animation
2w ago
Jerry Hsu, Tongtong Wang, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu
Strand-based hair simulations have recently become increasingly popular for a range of real-time applications. However, accurately simulating the full number of hair strands remains challenging. A commonly employed technique involves simulating a subset of guide hairs to capture the overall behavior of the hairstyle. Details are then enriched by interpolation using linear skinning. Hair interpolation enables fast real-time simulations but frequently leads to various artifacts during runtime. As the skinning weights are often ..read more
Physics-Based Animation
2w ago
Jiawang Yu, Zhendong Wang
Creating super-resolution cloth animations, which refine coarse cloth meshes with fine wrinkle details, faces challenges in preserving spatial consistency and temporal coherence across frames. In this paper, we introduce a general framework to address these issues, leveraging two core modules. The first module interleaves a simulator and a corrector. The simulator handles cloth dynamics, while the corrector rectifies differences in low-frequency features across various resolutions. This interleaving ensures prompt correction of spatial errors from the coarse simulatio ..read more
Physics-Based Animation
2w ago
Xudong Feng, Huamin Wang, Yin Yang, Weiwei Xu
Real-world fabrics, composed of threads and yarns, often display complex stress-strain relationships, making their homogenization a challenging task for fast simulation by continuum-based models. Consequently, existing homogenized yarn-level models frequently struggle with numerical stability without line search at large time steps, forcing a trade-off between model accuracy and stability. In this paper, we propose a neural-assisted homogenized constitutive model for simulating yarn-level cloth. Unlike analytic models, a neural model is advantageou ..read more
Physics-Based Animation
2w ago
Jean Jouve, Victor Romero, Rahul Narain, Laurence Boissieux, Theodore Kim, Florence Bertails-Descoubes
Feathers exhibit a highly anisotropic behaviour, governed by their complex hierarchical microstructure composed of individual hairs (barbs) clamped onto a spine (rachis) and attached to each other through tiny hooks (barbules). Previous methods in computer graph- ics have approximated feathers as strips of cloth, thus failing to cap- ture the particular macroscopic nonlinear behaviour of the feather surface (vane). To investigate the anisotropic properties of a feather vane, we design precise ..read more
Physics-Based Animation
1M ago
Raphaël Charrondière, Sébastien Neukirch, Florence Bertails-Descoubes
Thin elastic ribbons represent a class of intermediary objects lying in-between thin elastic plates and thin elastic rods. Although the two latter families of thin structures have received much interest from the Computer Graphics community over the last decades, ribbons have seldom been considered and modelled numerically so far, in spite of a growing number of applications in Computer Design. In this paper, starting from the reduced developable ribbon models recently popularised in Soft Matter Physics, we propose a both acc ..read more
Physics-Based Animation
1M ago
Zhiqi Li, Barnabás Börcsök, Duowen Chen, Yutong Sun, Bo Zhu, Greg Turk,
This paper introduces a novel Lagrangian fluid solver based on covector flow maps. We aim to address the challenges of establishing a robust flow-map solver for incompressible fluids under complex boundary conditions. Our key idea is to use particle trajectories to establish precise flow maps and tailor path integrals of physical quantities along these trajectories to reformulate the Poisson problem during the projection step. We devise a decoupling mechanism based on path-integral identities from flow-map theory. This mec ..read more
Physics-Based Animation
1M ago
Honglin Chen, Hsueh-Ti Derek Liu, David I.W. Levin, Changxi Zheng, Alec Jacobson
Volume-preserving hyperelastic materials are widely used to model near-incompressible materials such as rubber and soft tissues. However, the numerical simulation of volume-preserving hyperelastic materials is notoriously challenging within this regime due to the non-convexity of the energy function. In this work, we identify the pitfalls of the popular eigenvalue clamping strategy for projecting Hessian matrices to positive semi-definiteness during Newton’s method. We introduce a novel eigenvalue filtering strate ..read more
Physics-Based Animation
2M ago
Octave Crespel , Emile Hohnadel, Thibaut Métivet, Florence Bertails-Descoubes
Computer Graphics has a long history in the design of effective algorithms for handling contact and friction between solid objects. For the sake of simplicity, most methods rely on low-order primitives such as line segments or triangles, both for the detection and the response stages. In this paper we carefully analyse, in the case of fibre systems, the impact of such choices on the retrieved contact forces. We highlight the presence of force artifacts due to the low-order geometry used for contact detection, that ap ..read more
Physics-Based Animation
2M ago
Logan Numerow, Yue Li, Stelian Coros, Bernhard Thomaszewski
Navigating topological transitions in cellular mechanical systems is a significant challenge for existing simulation methods. While abstract models lack predictive capabilities at the cellular level, explicit network representations struggle with topology changes, and per-cell representations are computationally too demanding for large-scale simulations. To address these challenges, we propose a novel cell-centered approach based on differentiable Voronoi diagrams. Representing each cell with a Voronoi site, our method defines shape a ..read more