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Displaying 1-15 out of 15 total
Texturing Fluids
Found in: IEEE Transactions on Visualization and Computer Graphics
By Vivek Kwatra, David Adalsteinsson, Theodore Kim, Nipun Kwatra, Mark Carlson, Ming Lin
Issue Date:September 2007
pp. 939-952
We present a novel technique for synthesizing textures over dynamically changing fluid surfaces. We use both image textures as well as bump maps as example inputs. Image textures can enhance the rendering of the fluid by either imparting realistic appearan...
 
Fast Animation of Lightning Using an Adaptive Mesh
Found in: IEEE Transactions on Visualization and Computer Graphics
By Theodore Kim, Ming C. Lin
Issue Date:March 2007
pp. 390-402
<p><b>Abstract</b>—We present a fast method for simulating, animating, and rendering lightning using adaptive grids. The
 
Fast Simulation of Laplacian Growth
Found in: IEEE Computer Graphics and Applications
By Theodore Kim, Jason Sewall, Avneesh Sud, Ming C. Lin
Issue Date:March 2007
pp. 68-76
Laplacian instability is the physical mechanism driving pattern formation in many disparate natural phenomena. Current algorithms for simulating this instability are slow and memory intensive. A new algorithm, based on the dielectric breakdown model from p...
 
Physically Based Animation and Rendering of Lightning
Found in: Computer Graphics and Applications, Pacific Conference on
By Theodore Kim, Ming C. Lin
Issue Date:October 2004
pp. 267-275
We present a physically-based method for animating and rendering lightning and other electric arcs. For the simulation, we present the dielectric breakdown model, an elegant formulation of electrical pattern formation. We then extend the model to animate a...
 
Skipping steps in deformable simulation with online model reduction
Found in: ACM Transactions on Graphics (TOG)
By Doug L. James, Theodore Kim, Doug L. James, Theodore Kim
Issue Date:December 2009
pp. 1-2
Finite element simulations of nonlinear deformable models are computationally costly, routinely taking hours or days to compute the motion of detailed meshes. Dimensional model reduction can make simulations orders of magnitude faster, but is unsuitable fo...
     
Turbulent fluids
Found in: ACM SIGGRAPH 2013 Courses (SIGGRAPH '13)
By Nils Thuerey, Theodore Kim, Tobias Pfaff
Issue Date:July 2013
pp. 1-1
Over the last decade, the visual effects industry has embraced physics simulations as a highly useful tool for creating realistic scenes ranging from a small camp fire to large-scale destruction of whole cities. While fluid simulations are now widely used ...
     
PhysPix: instantaneous rigid body simulation of rasters
Found in: ACM SIGGRAPH 2013 Posters (SIGGRAPH '13)
By Domagoj Baričević, James Schaffer, Theodore Kim
Issue Date:July 2013
pp. 1-1
Modern physics engines process collisions by leveraging vector representations (e.g. Box2D or Open Dynamics Engine (ODE)), which means that artists who work with pixel-based 2D content must map their pixel drawings onto representations such as Delaunay tri...
     
Subspace fluid re-simulation
Found in: ACM Transactions on Graphics (TOG)
By John Delaney, Theodore Kim
Issue Date:July 2013
pp. 1-9
We present a new subspace integration method that is capable of efficiently adding and subtracting dynamics from an existing high-resolution fluid simulation. We show how to analyze the results of an existing high-resolution simulation, discover an efficie...
     
Closest point turbulence for liquid surfaces
Found in: ACM Transactions on Graphics (TOG)
By Jerry Tessendorf, Nils Thürey, Theodore Kim
Issue Date:April 2013
pp. 1-13
We propose a method of increasing the apparent spatial resolution of an existing liquid simulation. Previous approaches to this “up-resing” problem have focused on increasing the turbulence of the underlying velocity field. Motivated by measure...
     
Physics-based character skinning using multi-domain subspace deformations
Found in: Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA '11)
By Doug L. James, Theodore Kim
Issue Date:August 2011
pp. 63-72
We propose a domain-decomposition method to simulate articulated deformable characters entirely within a subspace framework. The method supports quasistatic and dynamic deformations, nonlinear kinematics and materials, and can achieve interactive time-step...
     
Skipping steps in deformable simulation with online model reduction
Found in: ACM SIGGRAPH Asia 2009 papers (SIGGRAPH Asia '09)
By Doug L. James, Theodore Kim
Issue Date:December 2009
pp. 1-6
Finite element simulations of nonlinear deformable models are computationally costly, routinely taking hours or days to compute the motion of detailed meshes. Dimensional model reduction can make simulations orders of magnitude faster, but is unsuitable fo...
     
Optimizing cubature for efficient integration of subspace deformations
Found in: ACM Transactions on Graphics (TOG)
By Doug L. James, Steven S. An, Theodore Kim
Issue Date:December 2008
pp. 1-49
We propose an efficient scheme for evaluating nonlinear subspace forces (and Jacobians) associated with subspace deformations. The core problem we address is efficient integration of the subspace force density over the 3D spatial domain. Similar to Gaussia...
     
Wavelet turbulence for fluid simulation
Found in: ACM Transactions on Graphics (TOG)
By Doug James, Markus Gross, Nils Thurey, Theodore Kim
Issue Date:August 2008
pp. 1-49
We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solvin...
     
Hardware-aware analysis and optimization of stable fluids
Found in: Proceedings of the 2008 symposium on Interactive 3D graphics and games (SI3D '08)
By Theodore Kim
Issue Date:February 2008
pp. 1-89
We perform a detailed flop and bandwidth analysis of Jos Stam's Stable Fluids algorithm on the CPU, GPU, and Cell. In all three cases, we find that the algorithm is bandwidth bound, with the cores sitting idle up to 96% of the time. Knowing this, we propos...
     
A hybrid algorithm for modeling ice formation
Found in: Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation (SCA '04)
By Michael Henson, Ming C. Lin, Theodore Kim
Issue Date:August 2004
pp. 305-314
We present a novel algorithm that simulates ice formation. Motivated by the physical process of ice growth, we develop a novel hybrid algorithm by synthesizing three techniques: diffusion limited aggregation, phase field methods, and stable fluid solvers. ...
     
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