Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key idea is to construct a surface that is as smooth as possible while remaining faithful to the particle locations. We describe a mesh-based algorithm that expresses the surface in terms of a constrained optimization problem. Our algorithm incorporates a secondary contribution in Marching Tiles, a generalization of the Marching Cubes isosurfacing algorithm. Marching Tiles provides guarantees on the minimum vertex valence, making the surface mesh more amenable to numerical operators such as the Bilaplacian.Science, Faculty ofComputer Science, Department ofGraduat
Particle based simulations are widely used in computer graphics. In this field, several recent resul...
Figure 1: We present a technique for skinning animated particle data and demonstrate it on a variety...
We describe a method for animating incompressible liquids with detailed free surfaces. For each time...
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key ide...
A particle-based method is one of the most commonly used methods for fluid simulations. It has certa...
Realistic uid eects, such as smoke and water has been pursued by the visual eects industry for a lon...
Figure 1: A drop falling into a shallow pool creates a water crown. We introduce the idea of using a...
We present novel adaptive sampling algorithms for particle-based fluid simulation. We introduce a sam...
Smoothed particle hydrodynamics is a completely mesh-free method to simulate fluid flow. Rather than...
Figure 1: Left: Blobtacular is used to generate water dripping off a pirate ship. Right: A large tea...
We present novel adaptive sampling algorithms for particle-based fluid simulation. We introduce a sa...
We introduce the idea of using an explicit triangle mesh to track the air/fluid interface in a smoot...
We propose a GPU-based adaptive surface reconstruction algorithm for Smoothed-Particle Hydrodynamics...
The marching cubes algorithm is a popular method for constructing surfaces from SPH data sets. In or...
Realistically animated uids can add substantial realism to interactive applications such as virtual ...
Particle based simulations are widely used in computer graphics. In this field, several recent resul...
Figure 1: We present a technique for skinning animated particle data and demonstrate it on a variety...
We describe a method for animating incompressible liquids with detailed free surfaces. For each time...
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key ide...
A particle-based method is one of the most commonly used methods for fluid simulations. It has certa...
Realistic uid eects, such as smoke and water has been pursued by the visual eects industry for a lon...
Figure 1: A drop falling into a shallow pool creates a water crown. We introduce the idea of using a...
We present novel adaptive sampling algorithms for particle-based fluid simulation. We introduce a sam...
Smoothed particle hydrodynamics is a completely mesh-free method to simulate fluid flow. Rather than...
Figure 1: Left: Blobtacular is used to generate water dripping off a pirate ship. Right: A large tea...
We present novel adaptive sampling algorithms for particle-based fluid simulation. We introduce a sa...
We introduce the idea of using an explicit triangle mesh to track the air/fluid interface in a smoot...
We propose a GPU-based adaptive surface reconstruction algorithm for Smoothed-Particle Hydrodynamics...
The marching cubes algorithm is a popular method for constructing surfaces from SPH data sets. In or...
Realistically animated uids can add substantial realism to interactive applications such as virtual ...
Particle based simulations are widely used in computer graphics. In this field, several recent resul...
Figure 1: We present a technique for skinning animated particle data and demonstrate it on a variety...
We describe a method for animating incompressible liquids with detailed free surfaces. For each time...