This article presents a physically-based technique for simulating water. This work is motivated by the "stable fluids" method, developed by Stam [1999], to handle gaseous fluids. We extend this technique to water, which calls for the development of methods for modeling multiphase fluids and suppressing dissipation. We construct a multiphase fluid formulation by combining the Navier--Stokes equations with the level set method. By adopting constrained interpolation profile (CIP)-based advection, we reduce the numerical dissipation and diffusion significantly. We further reduce the dissipation by converting potentially dissipative cells into droplets or bubbles that undergo Lagrangian motion. Due to the multiphase formulation, the proposed method properly simulates the interaction of water with surrounding air, instead of simulating water in a void space. Moreover, the introduction of the nondissipative technique means that, in contrast to previous methods, the simulated water does not unnecessarily lose mass, and its motion is not damped to an unphysical extent. Experiments showed that the proposed method is stable and runs fast. It is demonstrated that two-dimensional simulation runs in real-time.
This article presents a novel constraint-based motion editing technique. On the basis of animator-specified kinematic and dynamic constraints, the method converts a given captured or animated motion to a physically plausible motion. In contrast to previous methods using spacetime optimization, we cast the motion editing problem as a constrained state estimation problem, based on the per-frame Kalman filter framework. The method works as a filter that sequentially scans the input motion to produce a stream of output motion frames at a stable interactive rate. Animators can tune several filter parameters to adjust to different motions, turn the constraints on or off based on their contributions to the final result, or provide a rough sketch (kinematic hint) as an effective way of producing the desired motion. Experiments on various systems show that the technique processes the motions of a human with 54 degrees of freedom, at about 150 fps when only kinematic constraints are applied, and at about 10 fps when both kinematic and dynamic constraints are applied. Experiments on various types of motion show that the proposed method produces remarkably realistic animations.
Clothing simulation and animation are of great importance in computer animation. If cloth simulations could be improved to the point that they could generate realistic cloth motion in real-time, they would find uses in many aspects of daily life such as in fashion design and manufacturing. The area of cloth simulation and animation is full of technical challenges: creating more realistic results, achieving faster runtimes, and developing methods capable of constructing and simulating more complex garments. This paper provides an overview of the key procedures involved in the creation of clothed characters, describes the current state-of-the-art techniques, and proposes the research problems that most require further study. Three technical aspects of cloth simulation are considered in this paper: garment construction, physically based simulation, and collision resolution. q
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