Constraints, Collisions, and Clarinets

Technical Papers

Constraints, Collisions, and Clarinets

Thursday, 13 August 9:00 AM - 10:30 AM | Los Angeles Convention Center, Room 152 Session Chair: Robert Bridson, The University of British Columbia


Stable Constrained Dynamics

This paper presents a unification of the two main approaches to simulation of deformable solids: elasticity and constraints. The approach allows stable and efficient simulations of both extensible and inextensible constraint-based objects subject to high tensile forces, possibly coupled with other types of objects.

Maxime Tournier
RIKEN Brain Science Institute, INRIA, Laboratoire d'Informatique, de Robotique et de Microélectronique de Montpellier

Matthieu Nesme
Laboratoire Jean Kuntzmann, INRIA

Benjamin Gilles
INRIA, Laboratoire d'Informatique, de Robotique et de Microélectronique de Montpellier

François Faure
INRIA, Laboratoire Jean Kuntzmann, Université de Grenoble

Air Meshes for Robust Collision Handling

To handle collisions between complex objects in close proximity such as multi-layered clothing or layers of tissue, this approach tessellates the air and prevents air elements from inverting. Its key feature is its ability to smoothly resolve arbitrary entangled states.

Matthias Mueller-Fischer
NVIDIA Corporation

Nuttapong Chentanez
NVIDIA Corporation

Tae-Yong Kim
NVIDIA Corporation

Miles Macklin
NVIDIA Corporation

Using Nesterov’s Method to Accelerate Multibody Dynamics With Friction and Contact

An approach based on Nesterov’s method that is one order of magnitude faster than Gauss Seidel and Jacobi when solving large dynamics problems with friction, contact, and cohesion.

Hammad Mazhar
University of Wisconsin-Madison

Toby Heyn
Epic Systems Corporation

Alessandro Tasora
Università degli Studi di Parma

Dan Negrut
University of Wisconsin-Madison

Aerophones in Flatland: Interactive Wave Simulation of Wind Instruments

The first real-time technique to perform wave-simulated 2D wind instruments. This novel wave solver runs at 128,00Hz on the GPU. In a musical sandbox, users can create instruments, place toneholes or valves, and perform their creations using a digital controller.

Andrew Allen
Microsoft Research

Nikunj Raghuvanshi
Microsoft Research