A method of generating stone wall patterns
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Computer modelling of fallen snow
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Feature-based cellular texturing for architectural models
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
Fast frictional dynamics for rigid bodies
ACM SIGGRAPH 2005 Papers
Particle-based simulation of granular materials
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2007 sketches
Technical Section: Simulating the appearance of sandy landscapes
Computers and Graphics
ACM SIGGRAPH Asia 2010 papers
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Dry granular materials are commonly needed in visual effects. To simulate a material involving individual grains, every granule must first be settled into place by running a pre-simulation. This pre-simulation can take minutes or hours, and the resulting look can be difficult to control. We introduce a faster, more directable method for depositing particles. We scatter granules in the desired area, guaranteeing that they are interpenetrating, then push them apart by means of penetration resolution such that they are in contact but not overlapping. This results in a natural, aperiodic layout of granules that mimics settled granular materials with little cost to production time. We also introduce particle shaders, a method for generating granular detail at render time.