Procedural Fluid Modeling of Explosion Phenomena Based on Physical Properties

We propose a method to procedurally model the fluid flows of explosion phenomena by taking physical properties into account. Explosion flows are always quite difficult to control, because they easily disturb each other and change rapidly. With this method, the target flows are described by control p … Continue reading “Procedural Fluid Modeling of Explosion Phenomena Based on Physical Properties”

A Fast and Practical Method for Animating Particle-Based Viscoelastic Fluids

This research proposes a practical technique for fast animation of materials such as viscoelastic fluids. A fast animation of such materials is desperately desirable especially for real-time applications such as games. We compute the behavior of viscoelastic fluids approximately instead of the exact … Continue reading “A Fast and Practical Method for Animating Particle-Based Viscoelastic Fluids”

GPU-based Rendering of Point-based Implicit Surfaces

Implicit surface is a well-known surface representation. Geometric details of an object can be represented using less surface primitives than other representations such as polygonal meshes. In this paper, we propose a fast and a direct rendering method of SLIM (Sparse Low-degree IMplicit) surfaces u … Continue reading “GPU-based Rendering of Point-based Implicit Surfaces”

Interactive Physically-based Animation for Dense Meshes

In this paper we describe an interactive physically-based animation system for dense meshes. Our method extracts a coarse mesh from an original mesh to make a tetrahedral mesh for the reduction of computational costs. For computing reaction forces we precompute penetration depth values and gradients … Continue reading “Interactive Physically-based Animation for Dense Meshes”