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- research-articleNovember 2024
Adaptive Distributed Simulation of Fluids and Rigid Bodies
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 6, Pages 1–10https://doi.org/10.1145/3677388.3696334We present a framework for the interactive simulation of fluids coupled with rigid bodies that targets heterogeneous distributed computing architectures. Specifically, our proposed approach is well-suited for computer graphics applications that combine ...
- research-articleSeptember 2024
A Multi-Layer Solver for XPBD
SCA '24: Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer AnimationPages 1–11https://doi.org/10.1111/cgf.15186We present a novel multi-layer method for extended position-based dynamics that exploits a sequence of reduced models consisting of rigid and elastic parts to speed up convergence. Taking inspiration from concepts like adaptive rigidification and long-...
- research-articleDecember 2023
ViCMA: Visual Control of Multibody Animations
SA '23: SIGGRAPH Asia 2023 Conference PapersArticle No.: 4, Pages 1–11https://doi.org/10.1145/3610548.3618223Motion control of large-scale, multibody physics animations with contact is difficult. Existing approaches, such as those based on optimization, are computationally daunting, and, as the number of interacting objects increases, can fail to find ...
- research-articleAugust 2023
Adaptive Rigidification of Discrete Shells
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 6, Issue 3Article No.: 39, Pages 1–17https://doi.org/10.1145/3606932We present a method to improve the computation time of thin shell simulations by using adaptive rigidification to reduce the number of degrees of freedom. Our method uses a discretization independent metric for bending rates, and we derive a membrane ...
- research-articleJuly 2022
Adaptive rigidification of elastic solids
ACM Transactions on Graphics (TOG), Volume 41, Issue 4Article No.: 71, Pages 1–11https://doi.org/10.1145/3528223.3530124We present a method for reducing the computational cost of elastic solid simulation by treating connected sets of non-deforming elements as rigid bodies. Non-deforming elements are identified as those where the strain rate squared Frobenius norm falls ...
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- research-articleAugust 2020
N-dimensional rigid body dynamics
ACM Transactions on Graphics (TOG), Volume 39, Issue 4Article No.: 55, Pages 55:1–55:6https://doi.org/10.1145/3386569.3392483I present a formulation for Rigid Body Dynamics that is independent of the dimension of the space. I describe the state and equations of motion of rigid bodies using geometric algebra. Using collision detection algorithms extended to nD I resolve ...
- invited-talkJuly 2019
What time is it?: efficient and robust FX retiming workflow for spies in disguise
SIGGRAPH '19: ACM SIGGRAPH 2019 TalksArticle No.: 42, Pages 1–2https://doi.org/10.1145/3306307.3328152We present our FX retiming workflow developed on Blue Sky Studios' latest feature, Spies in Disguise. Retiming refers to the slowing down and speeding up of FX assets in a shot. These include point particles, rigid bodies, volumetric elements like smoke ...
- research-articleJuly 2019
Fast simulation of deformable characters with articulated skeletons in projective dynamics
SCA '19: Proceedings of the 18th annual ACM SIGGRAPH/Eurographics Symposium on Computer AnimationArticle No.: 1, Pages 1–10https://doi.org/10.1145/3309486.3340249We propose a fast and robust solver to simulate continuum-based deformable models with constraints, in particular, rigid-body and joint constraints useful for soft articulated characters. Our method embeds degrees of freedom of both articulated rigid ...
- research-articleJuly 2017
All's well that ends well: guaranteed resolution of simultaneous rigid body impact
ACM Transactions on Graphics (TOG), Volume 36, Issue 4Article No.: 151, Pages 1–19https://doi.org/10.1145/3072959.3073689Iterative algorithms are frequently used to resolve simultaneous impacts between rigid bodies in physical simulations. However, these algorithms lack formal guarantees of termination, which is sometimes viewed as potentially dangerous, so failsafes are ...
- research-articleApril 2017
A survey on position based dynamics, 2017
EG '17: Proceedings of the European Association for Computer Graphics: TutorialsArticle No.: 6, Pages 1–31https://doi.org/10.2312/egt.20171034The physically-based simulation of mechanical effects has been an important research topic in computer graphics for more than two decades. Classical methods in this field discretize Newton's second law and determine different forces to simulate various ...
- articleFebruary 2017
Quaternion-based attitude synchronisation for multiple rigid bodies in the presence of actuator saturation
International Journal of Systems Science (IJSS), Volume 48, Issue 3Pages 505–514https://doi.org/10.1080/00207721.2016.1188175This paper concentrates on the quaternion-based attitude synchronisation problems of networked rigid bodies under fixed and undirected communication topology without relative angular measurements in the presence of actuator saturation. We first consider ...
- research-articleJuly 2013
Rod constraints for simplified ragdolls
SCA '13: Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer AnimationPages 79–84https://doi.org/10.1145/2485895.2485896Physics-based animation has become a standard feature in modern games. Typically, the bones in a character's animation rig are each associated with a simulated rigid body, leading to a jointed assembly commonly called a ragdoll. The high density of ...
- research-articleJuly 2013
Eulerian-on-lagrangian simulation
ACM Transactions on Graphics (TOG), Volume 32, Issue 3Article No.: 22, Pages 1–9https://doi.org/10.1145/2487228.2487230We describe an Eulerian-on-Lagrangian solid simulator that reduces or eliminates many of the problems experienced by fully Eulerian methods but retains their advantages. Our method does not require the construction of an explicit object discretization ...
- articleJune 2013
Interpenetration Free Simulation of Thin Shell Rigid Bodies
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 19, Issue 6Pages 991–1004https://doi.org/10.1109/TVCG.2012.179We propose a new algorithm for rigid body simulation that guarantees each body is in an interpenetration free state, both increasing the accuracy and robustness of the simulation as well as alleviating the need for ad hoc methods to separate bodies for ...
- research-articleNovember 2012
Automated constraint placement to maintain pile shape
ACM Transactions on Graphics (TOG), Volume 31, Issue 6Article No.: 150, Pages 1–6https://doi.org/10.1145/2366145.2366169We present a simulation control to support art-directable stacking designs by automatically adding constraints to stabilize the stacking structure. We begin by adapting equilibrium analysis in a local scheme to find "stable" objects of the stacking ...
- research-articleJuly 2012
Reflections on simultaneous impact
ACM Transactions on Graphics (TOG), Volume 31, Issue 4Article No.: 106, Pages 1–12https://doi.org/10.1145/2185520.2185602Resolving simultaneous impacts is an open and significant problem in collision response modeling. Existing algorithms in this domain fail to fulfill at least one of five physical desiderata. To address this we present a simple generalized impact model ...
- research-articleJuly 2012
Mass splitting for jitter-free parallel rigid body simulation
ACM Transactions on Graphics (TOG), Volume 31, Issue 4Article No.: 105, Pages 1–8https://doi.org/10.1145/2185520.2185601We present a parallel iterative rigid body solver that avoids common artifacts at low iteration counts. In large or real-time simulations, iteration is often terminated before convergence to maximize scene size. If the distribution of the resulting ...
- articleJune 2012
A general on-the-fly algorithm for modifying the kinematic tree hierarchy
International Journal of Applied Mathematics and Computer Science (IJAMCS), Volume 22, Issue 2Pages 423–435https://doi.org/10.2478/v10006-012-0032-7A general on-the-fly algorithm for modifying the kinematic tree hierarchyWhen conducting a dynamic simulation of a multibody mechanical system, the model definition may need to be altered during the simulation course due to, e.g., changes in the way the ...
- ArticleJuly 2010
A new coupling scheme for haptic rendering of rigid bodies interactions based on a haptic sub-world using a contact graph
Interactions with virtual worlds using the sense of touch, called haptic rendering, have natural applications in many domains such as health or industry. For an accurate and realistic haptic feedback, the haptic device must receive orders at high ...
- research-articleJuly 2008
Two-way coupling of rigid and deformable bodies
SCA '08: Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer AnimationPages 95–103We propose a framework for the full two-way coupling of rigid and deformable bodies, which is achieved with both a unified time integration scheme as well as individual two-way coupled algorithms at each point of that scheme. As our algorithm is two-way ...