ETH Zurich - D-INFK - IVC - CGL - Research - Physically-Based Anim

Physically-Based Animation



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Introduction Introduction | Members | Projects

Computer-animated objects and characters are ubiquitous in entertainment and training applications of computer graphics (e.g. videogames, feature films, surgical simulators, etc.). As opposed to tedious and rather inflexible key-frame animation, physics-based simulation offers a concise, but rich and flexible way of defining the behavior of animated objects and characters, by allowing the laws of physics to determine or guide their motion. A concisely defined behavior is particularly important in simulated scenes with many degrees of freedom or interactive applications.

Mathematical modeling of physical objects such as rigid and deformable objects, or fluids has a long history in mechanical engineering and materials science. In those disciplines, the main objective is to model real-world objects as accurately as possible. In computer graphics, in particular in interactive applications such as videogames or surgery simulators, the primary concern is usually to generate plausible behaviors in a computationally efficient manner. Therefore, the methods devised in computational physics are often neither fast nor stable enough to be used in computer graphics.

At the CGL, we are working on techniques for simulating deformable models, fluids or fracture effects, and algorithms and data structures for collision detection and response. Our results are being integrated in applications such as videogames, offline animation, haptic rendering, or computational medicine. Some of the solutions that we propose feature innovative elements such as the use of particle-based Lagrangian methods for fluid and deformable simulation, volumetric and image-based collision detection algorithms for deformable bodies, or perceptually-driven collision detection algorithms and force models for haptic rendering.



Members Introduction | Members | Projects

Project Members

Past Members

Collaborators

  • Mario Botsch
  • Bruno Heidelberger
  • Richard Keiser
  • Miguel A. Otaduy
  • Denis Steinemann
  • Matthias Teschner
  • Martin Wicke
  • Bart Adams
  • Nuttapong Chentanez
  • Philip Dutre
  • Nico Galoppo
  • Eitan Grinspun
  • Leonidas Guibas
  • Ming Lin
  • Doug James
  • Theodore Kim
  • Matthias Müller
  • Miguel A. Otaduy
  • Nico Pietroni
  • Nils Thuerey

Projects Introduction | Members | Projects
Example-Based Elastic MaterialsExample-Based Elastic Materials
Particle-Based Fluid SimulationsParticle-Based Fluid Simulations
Turbulence Methods for Fluid SimulationsTurbulence Methods for Fluid Simulations
3D Mesh-Based Fluid Simulation3D Mesh-Based Fluid Simulation
Deforming Meshes that Split and MergeDeforming Meshes that Split and Merge
Simulating Deformable Models Using the Discontinuous Galerkin Finite Element MethodSimulating Deformable Models Using the Discontinuous Galerkin Finite Element Method
Polyhedral Finite Elements using Harmonic Basis FunctionsPolyhedral Finite Elements using Harmonic Basis Functions
Fluid Simulations based on the Shallow Water EquationsFluid Simulations based on the Shallow Water Equations
Fast Adaptive Shape Matching DeformationsFast Adaptive Shape Matching Deformations
Fast Arbitrary Splitting of Deforming ObjectsFast Arbitrary Splitting of Deforming Objects
Tight and Efficient Surface Bounds in Meshless AnimationTight and Efficient Surface Bounds in Meshless Animation
Deformation, Cutting, and FractureDeformation, Cutting, and Fracture
Collision DetectionCollision Detection
Haptic RenderingHaptic Rendering
Computational MedicineComputational Medicine
Visibility Transition Planning for Real-Time Camera ControlVisibility Transition Planning for Real-Time Camera Control

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