SCA 16: Eurographics/SIGGRAPH Symposium on Computer Animation
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Browsing SCA 16: Eurographics/SIGGRAPH Symposium on Computer Animation by Subject "I.6.8 [Simulation and Modeling]"
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Item Large-Scale Finite State Game Engines(The Eurographics Association, 2016) Stanton, Matt; Geddert, Sascha; Blumer, Adrian; Hormis, Paul; Nealen, Andy; Cooper, Seth; Treuille, Adrien; Ladislav Kavan and Chris WojtanThis paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to automatically discretize a continuous game into a large finite-state machine that can be pre-rendered in the film world. Despite radical differences from existing game engines, our finite-state approach is capable of preserving important characteristics of continuous games including smooth animation, responsiveness to input, triggered effects and passive animation. We demonstrate our technique with a 30-second interactive game set in an award-winning short filmItem Versatile Interactions at Interfaces for SPH-Based Simulations(The Eurographics Association, 2016) Yang, Tao; Lin, Ming C.; Martin, Ralph R.; Chang, Jian; Hu, Shi-Min; Ladislav Kavan and Chris WojtanThe realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit multiple interactions at different interfaces. For instance, when cracking an egg, there are simultaneous interactions between air, egg white, egg yolk, and the shell. To conveniently handle all interactions simultaneously in a single simulation, a versatile approach is critical. In this paper, we present a new approach to the surface tension model based on pairwise interaction forces; its basis is to use a larger number of neighboring particles. Our model is stable, conserves momentum, and furthermore, prevents the particle clustering problem which commonly occurs at the free surface. It can be applied to simultaneous interactions at multiple interfaces (e.g. fluid-solid and fluid-fluid). Our method is versatile, physically plausible and easy-to-implement.We also consider the close connection between droplets and bubbles, and show how to animate bubbles in air as droplets, with the help of a new surface particle detection method. Examples are provided to demonstrate the capabilities and effectiveness of our approach.