Combining physical and visual simulation—creation of the planet Jupiter for the film “2010”
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Radiation boundary conditions for dispersive waves
SIAM Journal on Numerical Analysis
A perfectly matched layer for the absorption of electromagnetic waves
Journal of Computational Physics
Realistic animation of liquids
Graphical Models and Image Processing
ArtDefo: accurate real time deformable objects
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Realistic animation of rigid bodies
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Interactive animation of ocean waves
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically based modeling and animation of fire
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real-Time Fluid Simulation in a Dynamic Virtual Environment
IEEE Computer Graphics and Applications
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
Animating suspended particle explosions
ACM SIGGRAPH 2003 Papers
The Lattice-Boltzmann Method for Simulating Gaseous Phenomena
IEEE Transactions on Visualization and Computer Graphics
GI '04 Proceedings of the 2004 Graphics Interface Conference
Rigid fluid: animating the interplay between rigid bodies and fluid
ACM SIGGRAPH 2004 Papers
Fluid control using the adjoint method
ACM SIGGRAPH 2004 Papers
Controllable smoke animation with guiding objects
ACM Transactions on Graphics (TOG)
Animating gases with hybrid meshes
ACM SIGGRAPH 2005 Papers
Simulation of smoke based on vortex filament primitives
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Taming liquids for rapidly changing targets
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Particle-based fluid-fluid interaction
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
The Visual Computer: International Journal of Computer Graphics
Fluid animation with dynamic meshes
ACM SIGGRAPH 2006 Papers
Detail-preserving fluid control
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
A controllable, fast and stable basis for vortex based smoke simulation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animation of open water phenomena with coupled shallow water and free surface simulations
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time simulations of bubbles and foam within a shallow water framework
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Weakly compressible SPH for free surface flows
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Liquid simulation on lattice-based tetrahedral meshes
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Efficient simulation of inextensible cloth
ACM SIGGRAPH 2007 papers
A fast variational framework for accurate solid-fluid coupling
ACM SIGGRAPH 2007 papers
Real-time deformation and fracture in a game environment
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Testing an axis of rotation for 3D workpiece draining
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
A Developmental System for Organic Form Synthesis
ACAL '09 Proceedings of the 4th Australian Conference on Artificial Life: Borrowing from Biology
Filament-based smoke with vortex shedding and variational reconnection
ACM SIGGRAPH 2010 papers
Technical Section: Developmental modelling with SDS
Computers and Graphics
Testing a rotation axis to drain a 3D workpiece
Computer-Aided Design
A novel physics-based interaction model for free document layout
Proceedings of the 11th ACM symposium on Document engineering
Adding physical like reaction effects to skeleton-based animations using controllable pendulums
Transactions on edutainment VI
Long range attachments: a method to simulate inextensible clothing in computer games
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Long range attachments - a method to simulate inextensible clothing in computer games
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Physically based simulation is a significant and active research field in computer graphics. It has emerged in the late eighties out of the need to make animations more physically plausible and to free the animator from explicitly specifying the motion of complex passively moving objects. In the early days, quite simple approaches were used to model physical behavior such as mass-spring networks or particle systems. Later, more and more sophisticated models borrowed from computational sciences were adopted. The computational sciences appeared decades before computer graphics with the goal of replacing real world experiments with simulations on computers. In contrast, the aim of using physical simulations in graphics was, and still is, the reproduction of the visual properties of physical processes for special effects in commercials and movies. Computer generated special effects have replaced earlier methods such as stop-motion frame-by-frame animation and offer almost unlimited possibilities. Meanwhile, the rapid growth of the computational power of CPUs and GPUs in recent years has enabled real time simulation of physical effects. This possibility has opened the door to an entirely new world, a world in which the user can interact with the virtual physical environment. Real time physical simulations have become one of the main next-generation features of computer games. Allowing user interaction with physical simulations also poses new challenging research problems. In this class we address such problems and present basic as well as state-of-the-art methods for physically based simulation in real time.