Matching fluid simulation elements to surface geometry and topology
ACM SIGGRAPH 2010 papers
Dynamic local remeshing for elastoplastic simulation
ACM SIGGRAPH 2010 papers
Physics-inspired topology changes for thin fluid features
ACM SIGGRAPH 2010 papers
Vector fluid: a vector graphics depiction of surface flow
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
Journal of Computational Physics
Detail-preserving fully-Eulerian interface tracking framework
ACM SIGGRAPH Asia 2010 papers
Reconstructing surfaces of particle-based fluids using anisotropic kernels
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Extended papers from NPAR 2010: Vector graphics depicting marbling flow
Computers and Graphics
Journal of Computational Physics
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
On the velocity of an implicit surface
ACM Transactions on Graphics (TOG)
A particle-based method for preserving fluid sheets
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Liquid simulation with mesh-based surface tracking
ACM SIGGRAPH 2011 Courses
Topology-adaptive interface tracking using the deformable simplicial complex
ACM Transactions on Graphics (TOG)
Tracking surfaces with evolving topology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Efficient geometrically exact continuous collision detection
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Explicit Mesh Surfaces for Particle Based Fluids
Computer Graphics Forum
Adaptive anisotropic remeshing for cloth simulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Parallel Surface Reconstruction for Particle-Based Fluids
Computer Graphics Forum
Reconstructing surfaces of particle-based fluids using anisotropic kernels
ACM Transactions on Graphics (TOG)
Smoke sheets for graph-structured vortex filaments
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Linear-time smoke animation with vortex sheet meshes
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Mass-conserving eulerian liquid simulation
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Smoke sheets for graph-structured vortex filaments
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Linear-time smoke animation with vortex sheet meshes
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Mass-conserving eulerian liquid simulation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Simulating liquids and solid-liquid interactions with lagrangian meshes
ACM Transactions on Graphics (TOG)
Liquid surface tracking with error compensation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Putting holes in holey geometry: topology change for arbitrary surfaces
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Fine water with coarse grids: combining surface meshes and adaptive discontinuous Galerkin
ACM SIGGRAPH 2013 Posters
Generalized Hermitian Radial Basis Functions Implicits from polygonal mesh constraints
The Visual Computer: International Journal of Computer Graphics
Technical Section: Adaptive cloth simulation using corotational finite elements
Computers and Graphics
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We present a solution to the mesh tangling problem in surface tracking. Using an explicit triangle mesh to track the location of a surface as it moves in three dimensions has many potential advantages for accuracy and efficiency, compared to implicit capturing methods such as level sets. However, particularly when “mesh surgery” is required for topological changes, this approach is prone to tangling: The mesh may self-intersect or otherwise no longer represent a physical interface. Our new approach uses robust collision testing to determine when a mesh operation—such as motion, adaptive refinement, coarsening, or topological change—will lead to an invalid state; we then either roll back noncritical operations or apply robust collision response algorithms, minimally perturbing the mesh to guarantee validity. We present numerical examples demonstrating the robustness and accuracy of the method.