SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Linear-time dynamics using Lagrange multipliers
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Combining Active and Passive Simulations for Secondary Motion
IEEE Computer Graphics and Applications
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
Mixing Deformable and Rigid-Body Mechanics Simulation
CGI '04 Proceedings of the Computer Graphics International
Interaction of fluids with deformable solids: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Robust quasistatic finite elements and flesh simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic Simulation of Articulated Rigid Bodies with Contact and Collision
IEEE Transactions on Visualization and Computer Graphics
Davy Jones' beard: rigid tentacle simulation
ACM SIGGRAPH 2006 Sketches
Hybrid simulation of deformable solids
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Volume conserving finite element simulations of deformable models
ACM SIGGRAPH 2007 papers
Efficient simulation of inextensible cloth
ACM SIGGRAPH 2007 papers
Impulse-based dynamic simulation in linear time
Computer Animation and Virtual Worlds - CASA 2007
Impulse-Based Control of Joints and Muscles
IEEE Transactions on Visualization and Computer Graphics
Simulation of coupled rigid and deformable solids and multiphase fluids
Simulation of coupled rigid and deformable solids and multiphase fluids
Energy stability and fracture for frame rate rigid body simulations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Spectral simulation of hybrid bodies with deformable and rigid materials
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Performance capture with physical interaction
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A symmetric positive definite formulation for monolithic fluid structure interaction
Journal of Computational Physics
Fast simulation of skeleton-driven deformable body characters
ACM Transactions on Graphics (TOG)
Proceedings of the twenty-second annual ACM-SIAM symposium on Discrete Algorithms
Natural user interface for physics-based character animation
MIG'11 Proceedings of the 4th international conference on Motion in Games
Modeling friction and air effects between cloth and deformable bodies
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Modeling and animating myriapoda: a real-time kinematic/dynamic approach
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Simulation and control of skeleton-driven soft body characters
ACM Transactions on Graphics (TOG)
A practical framework for generating volumetric meshes of subject-specific soft tissue
The Visual Computer: International Journal of Computer Graphics
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We 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 coupled in every fashion, we do not require ad hoc methods for dealing with stability issues or interleaving parts of the simulation. We maintain the ability to treat the key desirable aspects of rigid bodies (e.g. contact, collision, stacking, and friction) and deformable bodies (e.g. arbitrary constitutive models, thin shells, and self-collisions). In addition, our simulation framework supports more advanced features such as proportional derivative controlled articulation between rigid bodies. This not only allows for the robust simulation of a number of new phenomena, but also directly lends itself to the design of deformable creatures with proportional derivative controlled articulated rigid skeletons that interact in a life-like way with their environment.