Conference
Symposium on Computer Animation
About: Symposium on Computer Animation is an academic conference. The conference publishes majorly in the area(s): Computer science & Animation. Over the lifetime, 540 publications have been published by the conference receiving 35136 citations.
Papers published on a yearly basis
Papers
26 Jul 2003
TL;DR: This paper proposes an interactive method based on Smoothed Particle Hydrodynamics (SPH) to simulate fluids with free surfaces and proposes methods to track and visualize the free surface using point splatting and marching cubes-based surface reconstruction.
Abstract: Realistically animated fluids can add substantial realism to interactive applications such as virtual surgery simulators or computer games. In this paper we propose an interactive method based on Smoothed Particle Hydrodynamics (SPH) to simulate fluids with free surfaces. The method is an extension of the SPH-based technique by Desbrun to animate highly deformable bodies. We gear the method towards fluid simulation by deriving the force density fields directly from the Navier-Stokes equation and by adding a term to model surface tension effects. In contrast to Eulerian grid-based approaches, the particle-based approach makes mass conservation equations and convection terms dispensable which reduces the complexity of the simulation. In addition, the particles can directly be used to render the surface of the fluid. We propose methods to track and visualize the free surface using point splatting and marching cubes-based surface reconstruction. Our animation method is fast enough to be used in interactive systems and to allow for user interaction with models consisting of up to 5000 particles.
1,349 citations
3 Aug 2007
TL;DR: The HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments.
Abstract: Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation controls) or are conservative in the range of human motion possible (agents lack psychological state and aren't allowed to 'push' each other). Our HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments. By applying a combination of psychological and geometrical rules with a social and physical forces model, HiDAC exhibits a wide variety of emergent behaviors from agent line formation to pushing behavior and its consequences; relative to the current situation, personalities of the individuals and perceived social density.
651 citations
27 Aug 2004
TL;DR: The physical model is derived from continuum mechanics, which allows the specification of common material properties such as Young's Modulus and Poisson's Ratio and it is demonstrated how to solve the equations of motion based on these forces, with both explicit and implicit integration schemes.
Abstract: We present a method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic. Both the volume and the surface representation are point based, which allows arbitrarily large deviations form the original shape. In contrast to previous point based elasticity in computer graphics, our physical model is derived from continuum mechanics, which allows the specification of common material properties such as Young's Modulus and Poisson's Ratio.In each step, we compute the spatial derivatives of the discrete displacement field using a Moving Least Squares (MLS) procedure. From these derivatives we obtain strains, stresses and elastic forces at each simulated point. We demonstrate how to solve the equations of motion based on these forces, with both explicit and implicit integration schemes. In addition, we propose techniques for modeling and animating a point-sampled surface that dynamically adapts to deformations of the underlying volumetric model.
523 citations
3 Aug 2007
TL;DR: A weakly compressible form of the Smoothed Particle Hydrodynamics method for fluid flow based on the Tait equation is presented and an improved surface tension model that is particularly appropriate for single-phase free-surface flows is discussed.
Abstract: We present a weakly compressible form of the Smoothed Particle Hydrodynamics method (SPH) for fluid flow based on the Tait equation. In contrast to commonly employed projection approaches that strictly enforce incompressibility, time-consuming solvers for the Poisson equation are avoided by allowing for small, user-defined density fluctuations. We also discuss an improved surface tension model that is particularly appropriate for single-phase free-surface flows. The proposed model is compared to existing models and experiments illustrate the accuracy of the approach for free surface flows. Combining the proposed methods, volume-preserving low-viscosity liquids can be efficiently simulated using SPH. The approach is appropriate for medium-scale and small-scale phenomena. Effects such as splashing and breaking waves are naturally handled.
465 citations
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TL;DR: This paper shows that a simple shell model can be derived geometrically for triangle meshes and implemented quickly by modifying a standard cloth simulator, which convincingly simulates a variety of curved objects with materials ranging from paper to metal.
Abstract: In this paper we introduce a discrete shell model describing the behavior of thin flexible structures, such as hats, leaves, and aluminum cans, which are characterized by a curved undeformed configuration. Previously such models required complex continuum mechanics formulations and correspondingly complex algorithms. We show that a simple shell model can be derived geometrically for triangle meshes and implemented quickly by modifying a standard cloth simulator. Our technique convincingly simulates a variety of curved objects with materials ranging from paper to metal, as we demonstrate with several examples including a comparison of a real and simulated falling hat.
456 citations
Performance Metrics
| Year | Papers |
|---|---|
| 2021 | 3 |
| 2020 | 23 |
| 2019 | 10 |
| 2018 | 4 |
| 2017 | 32 |
| 2016 | 30 |