Hierarchical RLE level set: A compact and versatile deformable surface representation
ACM Transactions on Graphics (TOG)
Dynamic Tubular Grid: An Efficient Data Structure and Algorithms for High Resolution Level Sets
Journal of Scientific Computing
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
Journal of Computational Physics
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Out-of-core and compressed level set methods
ACM Transactions on Graphics (TOG)
A balanced force refined level set grid method for two-phase flows on unstructured flow solver grids
Journal of Computational Physics
MIRAGE'07 Proceedings of the 3rd international conference on Computer vision/computer graphics collaboration techniques
A Memory and Computation Efficient Sparse Level-Set Method
Journal of Scientific Computing
Out-of-Core Computations of High-Resolution Level Sets by Means of Code Transformation
Journal of Scientific Computing
Speculative parallel asynchronous contact mechanics
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Parallel Surface Reconstruction for Particle-Based Fluids
Computer Graphics Forum
Technical Section: Surface-based flow visualization
Computers and Graphics
VDB: High-resolution sparse volumes with dynamic topology
ACM Transactions on Graphics (TOG)
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This thesis is concerned with various computational aspects of surface dynamics. By this I mean algorithms and data structures to support simulations of the physics taking place on or about two-dimensional manifolds. This includes internal dynamics (e.g. elastic forces) and external dynamics (e.g. collisions). The core of the thesis is simulating cloth motion, including the internal elastic dynamics, the external dynamics of contact and collision, and post-processing of the data for rendering. The contact and collision algorithm, based on the notion of a collision resolution pipeline where candidate trajectories are passed through several stages designed to resolve different classes of collisions, was subsequently adapted to rigid body simulation. Surface dynamics are also potentially the most important part of simulations of deformable objects, driving the deformation of the interior. Chapter 5 presents a tetrahedral mesh generation algorithm designed to support large surface deformations. Adaptivity is also discussed. Throughout the thesis implicit surfaces defined by level sets are used to represent geometry. Level sets are used in many other areas, especially computational fluid dynamics for simulations of the surface between distinct regions of flow (e.g. material boundaries). Their chief drawback is storage expense. Chapter 6 presents a data structure for efficiently storing level sets without needing to change algorithms designed for regular grids. An example application, an interactive sculpting tool, is presented to illustrate the structure.