Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Computational methods in Lagrangian and Eulerian hydrocodes
Computer Methods in Applied Mechanics and Engineering
A Generalization of Algebraic Surface Drawing
ACM Transactions on Graphics (TOG)
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
Visual simulation of ice crystal growth
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamically coupled particle systems for geometric modeling, reconstruction, and animation
Dynamically coupled particle systems for geometric modeling, reconstruction, and animation
Rigid fluid: animating the interplay between rigid bodies and fluid
ACM SIGGRAPH 2004 Papers
A virtual node algorithm for changing mesh topology during simulation
ACM SIGGRAPH 2004 Papers
A method for animating viscoelastic fluids
ACM SIGGRAPH 2004 Papers
Point based animation of elastic, plastic and melting objects
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A hybrid algorithm for modeling ice formation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interaction of fluids with deformable solids: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Meshless deformations based on shape matching
ACM SIGGRAPH 2005 Papers
Meshless animation of fracturing solids
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Coupling water and smoke to thin deformable and rigid shells
ACM SIGGRAPH 2005 Papers
Particle-based viscoelastic fluid simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Melting and Burning Solids into Liquids and Gases
IEEE Transactions on Visualization and Computer Graphics
On the problem of penetration in particle methods
Journal of Computational Physics
A unified lagrangian approach to solid-fluid animation
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
FastLSM: fast lattice shape matching for robust real-time deformation
ACM SIGGRAPH 2007 papers
A particle-based method for viscoelastic fluids animation
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Corotated SPH for deformable solids
NPH'09 Proceedings of the Fifth Eurographics conference on Natural Phenomena
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We propose a new method for strain computation in mesh-free simulations. Without storing connectivity information, we compute strain using local rest states that are implicitly defined by the current system configuration. Particles in the simulation are subject to restoring forces arranging them in a locally defined lattice. The orientation of the lattice is found using local shape matching techniques. The strain state of each particle can then be computed by comparing the actual positions of the neighboring particles to their assigned lattice positions. All necessary information needed to compute strains is contained in the current state of the simulation, no rest state or connectivity information is stored. Since no time integration is used to compute the strain state, errors cannot accumulate, and the method is well-suited for stiff materials. In order to simulate phase transitions, the strain computation can be integrated into an existing particle-based fluid simulation framework. Implementing phase transitions between liquid and solid states becomes simple and elegant, since no transfer of material between different representations is needed. Using the current neighborhood relationships, the model provides penalty-based inter-object and self-collision handling at no additional computational cost.