ACM Transactions on Graphics (SIGGRAPH Proceedings)
Bubbles Alive
"A hybrid method for simulating multiphase fluids such as bubbly water. It's modeled by SPH into an Euler grid-based simulation that handles background flows of large bodies of water and air.
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"At interfaces between different fluids, properties such as density, viscosity, and molecular cohesion are discontinuous. To animate small-scale details of incompressible viscous multi-phase fluids realistically, we focus on the discontinuities in the state variables that express these properties.
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IEEE Transactions on Visualization and Computer Graphics
Efficient representation of detailed foam waves by incorporating projective space
"We propose an efficient framework to realistically simulate foam effects in which 3D water particles from a base water solver are first projected onto 2D screen space in order to reduce computational complexity of finding foam particles. Because foam effects are often created primarily in fast and complicated water flows, we analyze acceleration and curvature values to identify the areas exhibiting such flow patterns."
Analytic Solutions of Integral Moving Least Squares for Polygon Soups
"This paper presents analytic solutions to the integral moving least squares (MLS) equations originally proposed by Shen et al. by choosing another specific weighting function that renders the numerator in the MLS equation unitless. In addition, we analyze the original method to show that their approximation surfaces (i.e., enveloping surfaces with nonzero ε values in the weighting function) often form zero isosurfaces near concavities behind the triangle-soup models."
"We address the computational resource requirements of 3D example-based synthesis with an adaptive synthesis technique that uses a tree-based synthesis map. A signed-distance field (SDF) is determined for the 3D exemplars, and then new models can be synthesized as SDFs by neighborhood matching."
"This paper introduces a combustion model of heat transfer and fuel consumption for the propagation of a fire front on a point cloud surface. The heat transfer includes the heat advection by the airflow as well as diffusion, chemical reaction, and heat loss to generate complex, but controllable heat flows with a designed airflow velocity. "
"We propose the primitive tree, a novel and compact space-partition method that samples and reconstructs a distance field with high accuracy, even for regions far from the surfaces. The primitive tree is based on the octree and stores the indices of the nearest primitives in its leaf nodes"
"We represents a particle-grid method to simulate the generation of opaque ice which has air bubbles in it. Water temperature is diffused over a grid, and the exchange of dissolved air between ice and water particles is simulated. We render a particle as an air bubble if it has sufficient air. Otherwise, it is treated as a cloudy volume by distributing air into dissolved air field when the final state has been reached."
"We introduce a biologically motivated simulation technique for the realistic shape deformation of drying leaves. We represent a leaf as a triangulated double-layer structure that consists of a Delaunay triangulation discretized along the vein structure and its corresponding Voronoi diagram. The proposed osmotic water flow successfully models the gradual changes of dehydrated regions advancing towards the veins."
"We propose a novel method conceptualized from the properties of physics where in particular the shape of a flame is determined by temperature that enables a control mechanism for the intuitive shaping of a flame. We focused on a trade-off issue from computer graphics whereby the turbulent flow that expresses the characteristics of the flame has a tendency to shift continuously, whereas the velocity constraints that contain a fluid within a target shape have a tendency to force movement in a particular direction."
Subtle Features of Ice with Cloudy Effects and Scratches from Collision Damage
"We propose a simulation framework for expressing cloudy effects and scratches on ice caused by the collision of other objects. Cloudy effects are created and diffused in proportion to the collision on the ice surfaces calculated by a combination of a grid-projection technique and the boundary particle method."
Incorporating Particle Motion into an ADF for Fast Coupling of Fluids with Rigid and Deformable
"We present a new method for the fast simulation of interactions between fluids and solids by incorporating particle-based water flow into an adaptive signed distance field. This paper addresses the problem by (i) considering particles only on the leaf nodes in the adaptive structure to improve the processing time required for the water–solid coupling and (ii) considering the water flow to avoid the tunneling artifact by incorporating particle motion into the tree structure of the adaptive signed distance field."
A hybrid SDF for the detailed representation of liquid-solid mixed surfaces
"We propose a hybrid signed distance field (SDF) method for reconstructing the detailed surface of a model as it changes from a solid state to a liquid state. Our method constructs a hybrid SDF by combining level-set values from the solid and liquid parts of the object. This makes it possible to represent the detailed features and smooth surfaces of an object when both solid and liquid parts are mixed in that object."
"This paper presents a new framework for the semi-automatic synthesis of an inhomogeneous texture from a theoretically infinite number of input exemplars. Our algorithm generates a result with natural multiway transitions, maintaining a reasonable synthesis time to keep interactivity. Our algorithm is semiautomatic, spatially deterministic and well suited to acceleration via parallel processors.
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Controlling shapes of air bubbles in a multi-phase fluid simulation
"Controlling shapes is a challenging problem in a multi-phase fluid simulation. Bubble particles enable the details of air bubbles to be represented within a simulation based on an Euler grid. We control the target shapes of bubbles by the gradient vectors of the signed distance field and attraction forces associated with control particles."
Shrinkage, Wrinkling and Ablation of Burning Cloth and Paper
"The burning of a sheet of cellulose-based material, such as paper or cloth, involves uneven shrinkage which causes wrinkling. We simulate this geometrically complicated phenomenon by modeling the effects of heat transfer, shrinkage and partial ablation on a thin shell. "
Live path: adaptive agent navigation in the interactive virtual world
"We present a novel approach to adaptive navigation in the interactive virtual world by using data from the user. Our method constructs automatically a navigation mesh that provides new paths for agents by referencing the user movements. To acquire accurate data samples from all the user data in the interactive world, we use the following techniques: an agent of interest (AOI), a region of interest (ROI) map, and a discretized path graph (DPG). "
Interchangeable SPH and Level set Method in Multiphase Fluids
"Combining SPH and Eulerinan grid-based level set method in multiphase fluids simulation. It improved the accuracy of a simulation and realistic of fluids animation."
136-713 서울 성북구 안암동5가 고려대학교 우정정보통신관 407B호 그래픽스 연구실
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