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pro vyhledávání: '"Andrew Selle"'
Autor:
Andrew Selle
Publikováno v:
Teaching Electronic Music ISBN: 9780367815349
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::af5ff8203ef114591e8dca9b77dcd07d
https://doi.org/10.4324/9780367815349-4
https://doi.org/10.4324/9780367815349-4
Autor:
Andrew Selle, Alexey Stomakhin
Publikováno v:
ACM Transactions on Graphics. 36:1-8
We present a novel approach to guiding physically based particle simulations using boundary conditions. Unlike commonly used ad hoc particle techniques for adding and removing the material from a simulation, our approach is principled by utilizing th
Publikováno v:
ACM Transactions on Graphics. 34:1-10
Hybrid Lagrangian/Eulerian simulation is commonplace in computer graphics for fluids and other materials undergoing large deformation. In these methods, particles are used to resolve transport and topological change, while a background Eulerian grid
Publikováno v:
ACM Transactions on Graphics. 33:1-11
Evaluating transmittance within participating media is a fundamental operation required by many light transport algorithms. We present ratio tracking and residual tracking , two complementary techniques that can be combined into an efficient, unbiase
Autor:
Andrew Selle, Lawrence Chai, Joseph Teran, Craig Schroeder, Alexey Stomakhin, Chenfanfu Jiang
Publikováno v:
ACM Transactions on Graphics. 33:1-11
In this paper, we introduce a novel material point method for heat transport, melting and solidifying materials. This brings a wider range of material behaviors into reach of the already versatile material point method. This is in contrast to best-of
Publikováno v:
ACM Transactions on Graphics. 32:1-10
Snow is a challenging natural phenomenon to visually simulate. While the graphics community has previously considered accumulation and rendering of snow, animation of snow dynamics has not been fully addressed. Additionally, existing techniques for s
Publikováno v:
Computer Graphics Forum. 32:125-132
Ray-traced global illumination (GI) is becoming widespread in production rendering but incoherent secondary ray traversal limits practical rendering to scenes that fit in memory. Incoherent shading also leads to intractable performance with productio
Publikováno v:
SIGGRAPH Courses
Simulating the physical behaviors of deformable objects and fluids has been an important topic in computer graphics. While the Lagrangian Finite Element Method (FEM) is widely used for elasto-plastic solids, it usually requires additional computation
Autor:
Andrew Selle
Publikováno v:
ACM Transactions on Graphics. 35
Publikováno v:
ACM Transactions on Graphics. 27:1-11
Our goal is to simulate the full hair geometry, consisting of approximately one hundred thousand hairs on a typical human head. This will require scalable methods that can simulate every hair as opposed to only a few guide hairs. Novel to this approa