SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Realistic animation of liquids
Graphical Models and Image Processing
Smoothed particles: a new paradigm for animating highly deformable bodies
Proceedings of the Eurographics workshop on Computer animation and simulation '96
A non-oscillatory Eulerian approach to interfaces in multimaterial flows (the ghost fluid method)
Journal of Computational Physics
A high-order Eulerian Godunov method for elastic-plastic flow in solids
Journal of Computational Physics
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
A hybrid particle level set method for improved interface capturing
Journal of Computational Physics
Finite volume methods for the simulation of skeletal muscle
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Journal of Computational Physics
Physically-Based Simulation of Objects Represented by Surface Meshes
CGI '04 Proceedings of the Computer Graphics International
Rigid fluid: animating the interplay between rigid bodies and fluid
ACM SIGGRAPH 2004 Papers
A method for animating viscoelastic fluids
ACM SIGGRAPH 2004 Papers
Invertible finite elements for robust simulation of large deformation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Point based animation of elastic, plastic and melting objects
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
A unified particle model for fluid–solid interactions: Research Articles
Computer Animation and Virtual Worlds
A high-resolution Godunov method for compressible multi-material flow on overlapping grids
Journal of Computational Physics
A finite element method for animating large viscoplastic flow
ACM SIGGRAPH 2007 papers
Isosurface stuffing: fast tetrahedral meshes with good dihedral angles
ACM SIGGRAPH 2007 papers
A fast variational framework for accurate solid-fluid coupling
ACM SIGGRAPH 2007 papers
Staggered projections for frictional contact in multibody systems
ACM SIGGRAPH Asia 2008 papers
Detail preserving continuum simulation of straight hair
ACM SIGGRAPH 2009 papers
Accurate tangential velocities for solid fluid coupling
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Matching fluid simulation elements to surface geometry and topology
ACM SIGGRAPH 2010 papers
Dynamic local remeshing for elastoplastic simulation
ACM SIGGRAPH 2010 papers
Volume contact constraints at arbitrary resolution
ACM SIGGRAPH 2010 papers
Lp Centroidal Voronoi Tessellation and its applications
ACM SIGGRAPH 2010 papers
An Eulerian method for multi-component problems in non-linear elasticity with sliding interfaces
Journal of Computational Physics
Free-flowing granular materials with two-way solid coupling
ACM SIGGRAPH Asia 2010 papers
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Simulating liquids and solid-liquid interactions with lagrangian meshes
ACM Transactions on Graphics (TOG)
A material point method for snow simulation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Eulerian-on-lagrangian simulation
ACM Transactions on Graphics (TOG)
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Simulating viscoelastic solids undergoing large, nonlinear deformations in close contact is challenging. In addition to inter-object contact, methods relying on Lagrangian discretizations must handle degenerate cases by explicitly remeshing or resampling the object. Eulerian methods, which discretize space itself, provide an interesting alternative due to the fixed nature of the discretization. In this paper we present a new Eulerian method for viscoelastic materials that features a collision detection and resolution scheme which does not require explicit surface tracking to achieve accurate collision response. Time-stepping with contact is performed by the efficient solution of large sparse quadratic programs; this avoids constraint sticking and other difficulties. Simulation and collision processing can share the same uniform grid, making the algorithm easy to parallelize. We demonstrate an implementation of all the steps of the algorithm on the GPU. The method is effective for simulation of complicated contact scenarios involving multiple highly deformable objects, and can directly simulate volumetric models obtained from medical imaging techniques such as CT and MRI.