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”