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- Jeffrey N. Chadwick, Steven S. An, Doug L. James
- ACM Trans. Graph.
- 2009

We propose a procedural method for synthesizing realistic sounds due to nonlinear thin-shell vibrations. We use linear modal analysis to generate a small-deformation displacement basis, then couple the modes together using nonlinear thin-shell forces. To enable audio-rate time-stepping of mode amplitudes with mesh-independent cost, we propose a… (More)

- Jeffrey N. Chadwick, Doug L. James
- ACM Trans. Graph.
- 2011

We propose a practical method for synthesizing plausible fire sounds that are synchronized with physically based fire animations. To enable synthesis of combustion sounds without incurring the cost of time-stepping fluid simulations at audio rates, we decompose our synthesis procedure into two components. First, a low-frequency flame sound is synthesized… (More)

- Jeffrey N. Chadwick, Changxi Zheng, Doug L. James
- ACM Trans. Graph.
- 2012

We introduce an efficient method for synthesizing acceleration noise -- sound produced when an object experiences abrupt rigid-body acceleration due to collisions or other contact events. We approach this in two main steps. First, we estimate continuous contact force profiles from rigid-body impulses using a simple model based on Hertz contact theory. Next,… (More)

- Jeffrey N. Chadwick, David S. Bindel
- ArXiv
- 2013

Direct factorization methods for the solution of large, sparse linear systems that arise from PDE discretizations are robust, but typically show poor time and memory scalability for large systems. In this paper, we describe an efficient sparse, rank-structured Cholesky algorithm for solution of the positive definite linear system Ax = b when A comes from a… (More)

- Jeffrey N. Chadwick, Changxi Zheng, Doug L. James
- Symposium on Computer Animation
- 2012

We introduce an efficient method for synthesizing rigid-body acceleration noise for complex multibody scenes. Existing acceleration noise synthesis methods for animation require object-specific precomputation, which is prohibitively expensive for scenes involving rigid-body fracture or other sources of small, procedurally generated debris. We avoid… (More)

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