Physical simulations have
become an important component of computer games. In next-generation
games, players expect to see fully dynamic and destructible worlds, and
this requires fast and stable simulation methods. In this class,
lecturers who have made significant contributions in simulation methods
present a wide spectrum of state-of-the-art methods for real-time
simulation of rigid and deformable solids, and smoke and liquid
simulation. In addition to the underlying physical equations, they
present practical simulation methods and algorithms that will help
physical-simulation developers and game developers apply these
techniques properly.
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Selected References
Jernej Barbič and Doug L.
James, Real-Time Subspace Integration of St.Venant-Kirchhoff
Deformable Models, ACM Transactions on Graphics (ACM
SIGGRAPH 2005), 24(3), pp. 982-990, August 2005.
Doug L. James and Dinesh K.
Pai, DyRT: Dynamic Response Textures for Real Time Deformation
Simulation with Graphics Hardware, ACM Transactions on Graphics
(ACM SIGGRAPH 2002), 21(3), pp. 582-585, 2002.
Doug L. James and Dinesh K.
Pai, BD-Tree: Output-Sensitive Collision Detection for Reduced
Deformable Models, ACM Transactions on Graphics (ACM SIGGRAPH
2004), 23(3), pp. 393-398, August 2004.
Jernej Barbič and Doug L.
James, Time-critical distributed contact for 6-DoF haptic
rendering of adaptively sampled reduced deformable models, In Proceedings
of ACM SIGGRAPH Symposium on Computer Animation (SCA 2007), San
Diego, CA, August 2007.
Jernej Barbič and Doug L.
James, Six-DoF haptic rendering of contact between
geometrically complex reduced deformable models, IEEE
Transactions on Haptics (to appear)
Doug L. James, Jernej Barbić
and Dinesh K. Pai, Precomputed Acoustic Transfer: Output-sensitive,
accurate sound generation for geometrically complex vibration sources,
ACM Transactions on Graphics, 25(3), pp. 987-995, July 2006.
Christopher D. Twigg and Doug
L. James, Many-Worlds Browsing for Control of Multibody
Dynamics, ACM Transactions on Graphics (Proc. SIGGRAPH 2007),
26(3), July 2007.
M. Müller, B. Heidelberger, M.
Hennix, J. Ratcliff, Position Based Dynamics, Proceedings
of Virtual Reality Interactions and Physical Simulations (VRIPhys),
pp 71-80, Madrid, November 6-7 2006, (PDF)
M. Müller, B. Heidelberger, M.
Teschner, M. Gross, Meshless Deformations Based on Shape Matching,
in Proceedings of SIGGRAPH'05, pp 471-478, Los Angeles, USA,
July 31 - August 4, 2005 (PDF)
M. Müller, M. Gross, Interactive
Virtual Materials, in Proceedings of Graphics Interface (GI
2004), pp 239-246, London, Ontario, Canada, May 17-19, 2004. (PDF)
M. Müller, J. Dorsey, L.
McMillan, Real-Time Simulation of Deformation and Fracture of Stiff
Materials, (Eurographics CAS), Computer Animation and Simulation
2001, pp 113-124, Springer-Verlag Wien. (PDF)
A. Nealen, M. Müller, R. Keiser,
E. Boxerman, M. Carlson, Physically Based Deformable Models in
Computer Graphics, Computer
Graphics Forum, Vol. 25, issue 4, pages 809-836, previously appeared as
EG STAR 2005(PDF)
Jos
Stam, Stable fluids, Proceedings of the 26th annual conference
on Computer graphics and interactive techniques, p.121-128, July
1999
Speakers
Matthias
Mülller-Fischer
(Organizer) Matthias Müller-Fischer
received his PhD in atomistic simulation of dense polymer systems in
1999 from ETH Zürich. During his post-doc with the MIT Computer
Graphics Group (1999-2001), he changed fields to macroscopic physically
based simulations. He has published papers on particle-based water
simulation and visualization, finite element-based soft bodies, cloth
simulation, and fracture simulation. In 2002, he co-founded the game
middleware company NovodeX (acquired in 2004 by AGEIA), where he was
head of research and responsible for extension of the physics
simulation library PhysX by innovative new features. He has been head
of the PhysX research team of NVIDIA since that company acquired AGEIA
Technologies, Inc. in early 2008. Doug James Doug James holds three degrees
in applied mathematics, including a PhD from the University of British
Columbia in 2001. In 2002, he joined the School of Computer Science at
Carnegie Mellon University as an assistant professor. In 2006, he
became associate professor of computer science at Cornell University.
His research interests are physically based animation, computational
geometry, scientific computing, reduced-order modeling, and
multi-sensory digital physics (including physics-based sound and haptic
force-feedback rendering). He is a National Science Foundation CAREER
awardee and a fellow of the Alfred P. Sloan Foundation.
Jos Stam Jos Stam received dual BSc
degrees in computer science and mathematics from the Université
de Genève, and a MSc and Phd in computer science from the
University of Toronto. After a postdoc in France and Finland, he joined
Alias|wavefront (now Autodesk). His research spans several areas of
computer graphics: natural phenomena, physics-based simulation,
rendering, and surface modeling. He has published papers and
participated in seven SIGGRAPH courses on on all of these topics. He
received the SIGGRAPH Technical Achievement Award and has two Academy
Awards for his contributions to the film industry.
Nils Thuerey Nils Thuerey is a
post-doctoral researcher at the Computer Graphics Laboratory at ETH
Zürich. In March 2007, he received his PhD (summa cum laude) in
computer science from Friedrich-Alexander-Universität
Erlangen-Nürnberg. He has worked in the field of high-performance
fluid simulations with free surfaces using, among others,
lattice-Boltzmannn methods. In addition, he has worked on the topic of
real-time fluid simulations using height-field approaches, such as
shallow-water equations, in collaboration with the AGEIA research group.