Kenny Erleben

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Multibody dynamics are used in interactive and real-time applications, ranging from computer games to virtual prototyping, and engineering. All these areas strive towards faster and larger scale simulations. Particularly challenging are large-scale simulations with highly organized and structured stacking. We present a stable, robust, and versatile method(More)
This course provides an introduction to the definition of linear complementarity problems (LCPs) and outlines the derivation of a toolbox of numerical methods. It also presents a small convergence study on the methods to illustrate their numerical properties. The course is a good introduction to implementing numerical methods, because it includes tips and(More)
In this paper, we present a method for animating multiphase flow of immiscible fluids using unstructured moving meshes. Our underlying discretization is an unstructured tetrahedral mesh, the deformable simplicial complex (DSC), that moves with the flow in a Lagrangian manner. Mesh optimization operations improve element quality and avoid element inversion.(More)
We present a novel approach to fluid simulation, allowing us to take into account the surface energy in a precise manner. This new approach combines a novel, topology-adaptive approach to deformable interface tracking, called the deformable simplicial complexes method (DSC) with an optimization-based, linear finite element method for solving the(More)
We present the mathematical foundation of a fluid animation method for unstructured meshes. Key contributions not previously treated are the extension to include diffusion forces and higher order terms of non-linear force approximations. In our discretization we apply a fractional step method to be able to handle advection in a numerically simple Lagrangian(More)
Density estimation employed in multi-pass global illumination algorithms gives cause to a trade-off problem between bias and noise. The problem is seen most evident as blurring of strong illumination features. This thesis addresses the problem, presenting four methods that reduce both noise and bias in estimates. Good results are obtained by the use of(More)
Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state-of-the-art report on(More)