Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Analytical methods for dynamic simulation of non-penetrating rigid bodies
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Curved surfaces and coherence for non-penetrating rigid body simulation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Animation of fracture by physical modeling
The Visual Computer: International Journal of Computer Graphics
Coping with friction for non-penetrating rigid body simulation
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Fast contact force computation for nonpenetrating rigid bodies
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Plausible motion simulation for computer graphics animation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Graphical modeling and animation of brittle fracture
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th 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
Graphical modeling and animation of ductile fracture
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Dual contouring of hermite data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real-time simulation of deformation and fracture of stiff materials
Proceedings of the Eurographic workshop on Computer animation and simulation
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
A virtual node algorithm for changing mesh topology during simulation
ACM SIGGRAPH 2004 Papers
Fast frictional dynamics for rigid bodies
ACM SIGGRAPH 2005 Papers
Geometric, variational integrators for computer animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
IEEE Transactions on Visualization and Computer Graphics
Numerical implementation of the exact dynamics of free rigid bodies
Journal of Computational Physics
Short Note: Reducing round-off errors in rigid body dynamics
Journal of Computational Physics
ACM SIGGRAPH Asia 2008 papers
Staggered projections for frictional contact in multibody systems
ACM SIGGRAPH Asia 2008 papers
Lie group integrators for animation and control of vehicles
ACM Transactions on Graphics (TOG)
Foundations of Computational Mathematics
Two-way coupling of rigid and deformable bodies
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Rigid-body fracture sound with precomputed soundbanks
ACM SIGGRAPH 2010 papers
Practical animation of compressible flow for shock waves and related phenomena
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Particle-based fracture simulation on the GPU
Transactions on edutainment VI
Practical simulation of hierarchical brittle fracture
Computer Animation and Virtual Worlds
Adaptive fracture simulation of multi-layered thin plates
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Real time dynamic fracture with volumetric approximate convex decompositions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
A level set method for ductile fracture
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Fracture animation based on high-dimensional Voronoi diagrams
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Hi-index | 0.00 |
Our goal is to design robust algorithms that can be used for building real-time systems, but rather than starting with overly simplistic particle-based methods, we aim to modify higher-end visual effects algorithms. A major stumbling block in utilizing these visual effects algorithms for real-time simulation is their computational intensity. Physics engines struggle to fully exploit available resources to handle high scene complexity due to their need to divide those resources among many smaller time steps, and thus to obtain the maximum spatial complexity we design our algorithms to take only one time step per frame. This requires addressing both accuracy and stability issues for collisions, contact, and evolution in a manner significantly different from a typical simulation in which one can rely on shrinking the time step to ameliorate accuracy and stability issues. In this paper we present a novel algorithm for conserving both energy and momentum when advancing rigid body orientations, as well as a novel technique for clamping energy gain during contact and collisions. We also introduce a technique for fast and realistic fracture of rigid bodies using a novel collision-centered prescoring algorithm.