We propose a fluid simulation method with controlling the shape and motion of rising fire and smoke, called plumes, in the incompressible phase of exp … Continue reading “Controlling the Shape and Motion of Plumes in Explosion Simulations”
Category: Research
GPU-based Adaptive Surface Reconstruction for Real-time SPH Fluids
We propose a GPU-based adaptive surface reconstruction algorithm for Smoothed-Particle Hydrodynamics (SPH) fluids. The adaptive surface is reconstruct … Continue reading “GPU-based Adaptive Surface Reconstruction for Real-time SPH Fluids”
A Robust and Centered Curve Skeleton Extraction from 3D Point Cloud
A curve skeleton of a 3D object is one of the most important structures of the object, which is extremely useful for many computer graphics applicatio … Continue reading “A Robust and Centered Curve Skeleton Extraction from 3D Point Cloud”
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 alway … Continue reading “Procedural Fluid Modeling of Explosion Phenomena Based on Physical Properties”
Robust MLS Projection Operator for Point Clouds
In this research, we propose a robust projection operator for noisy point clouds with outliers. The operator is an extension of Moving Least Square (M … Continue reading “Robust MLS Projection Operator for Point Clouds”
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 desper … Continue reading “A Fast and Practical Method for Animating Particle-Based Viscoelastic Fluids”
Volume-Preserving LSM Deformations
Surface deformations based on physically-based simulations are used to represent elastic motions such as human skins or clothes in the field of 3DCG a … Continue reading “Volume-Preserving LSM Deformations”
Evaluation of Non-Uniform B-spline Surfaces on GPUs
In this paper, we propose a fragment-based evaluation method for non-uniform B-spline surfaces using recent programmable graphics hardware (GPU). A po … Continue reading “Evaluation of Non-Uniform B-spline Surfaces on GPUs”
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 re … Continue reading “GPU-based Rendering of Point-based Implicit Surfaces”
Hierarchical Approximation of Implicit Surfaces from Meshes
This paper describes an efficient method for the hierarchical approximation of implicit surfaces from polygonal meshes. A novel error function between … Continue reading “Hierarchical Approximation of Implicit Surfaces from Meshes”