About: Physically based animation is a research topic. Over the lifetime, 359 publications have been published within this topic receiving 18276 citations.
TL;DR: A cloth simulation system that can stably take large time steps is described, which is significantly faster than previous accounts of cloth simulation systems in the literature.
Abstract: The bottle-neck in most cloth simulation systems is that time steps must be small to avoid numerical instability. This paper describes a cloth simulation system that can stably take large time steps. The simulation system couples a new technique for enforcing constraints on individual cloth particles with an implicit integration method. The simulator models cloth as a triangular mesh, with internal cloth forces derived using a simple continuum formulation that supports modeling operations such as local anisotropic stretch or compression; a unified treatment of damping forces is included as well. The implicit integration method generates a large, unbanded sparse linear system at each time step which is solved using a modified conjugate gradient method that simultaneously enforces particles’ constraints. The constraints are always maintained exactly, independent of the number of conjugate gradient iterations, which is typically small. The resulting simulation system is significantly faster than previous accounts of cloth simulation systems in the literature.
TL;DR: An algorithm to efficiently and robustly process collisions, contact and friction in cloth simulation is presented, which works with any technique for simulating the internal dynamics of the cloth, and allows true modeling of cloth thickness.
Abstract: We present an algorithm to efficiently and robustly process collisions, contact and friction in cloth simulation. It works with any technique for simulating the internal dynamics of the cloth, and allows true modeling of cloth thickness. We also show how our simulation data can be post-processed with a collision-aware subdivision scheme to produce smooth and interference free data for rendering.
TL;DR: This approach unifies existing computer graphics techniques for simulating fluids and extends them by incorporating more complex behavior based on the Navier–Stokes equations which couple momentum and mass conservation to completely describe fluid motion.
Abstract: We present a comprehensive methodology for realistically animating liquid phenomena Our approach unifies existing computer graphics techniques for simulating fluids and extends them by incorporating more complex behavior It is based on the Navier–Stokes equations which couple momentum and mass conservation to completely describe fluid motion Our starting point is an environment containing an arbitrary distribution of fluid, and submerged or semisubmerged obstacles Velocity and pressure are defined everywhere within this environment and updated using a set of finite difference expressions The resulting vector and scalar fields are used to drive a height field equation representing the liquid surface The nature of the coupling between obstacles in the environment and free variables allows for the simulation of a wide range of effects that were not possible with previous computer graphics fluid models Wave effects such as reflection, refraction, and diffraction, as well as rotational effects such as eddies, vorticity, and splashing are a natural consequence of solving the system In addition, the Lagrange equations of motion are used to place buoyant dynamic objects into a scene and track the position of spray and foam during the animation process Typical disadvantages to dynamic simulations such as poor scalability and lack of control are addressed by assuming that stationary obstacles align with grid cells during the finite difference discretization, and by appending terms to the Navier–Stokes equations to include forcing functions Free surfaces in our system are represented as either a collection of massless particles in 2D, or a height field which is suitable for many of the water rendering algorithms presented by researchers in recent years
TL;DR: This paper presents the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass‐spring systems, mesh‐free methods, coupled particle systems and reduced deformable models‐based on modal analysis.
Abstract: Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [ GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, meshfree methods, coupled particle systems and reduced deformable models based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research.
TL;DR: In this article, the authors present an algorithm to efficiently and robustly process collisions, contact and friction in cloth simulation, which works with any technique for simulating the internal dynamics of the cloth.
Abstract: We present an algorithm to efficiently and robustly process collisions, contact and friction in cloth simulation. It works with any technique for simulating the internal dynamics of the cloth, and ...