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- Robert Bridson, Ronald Fedkiw, John Anderson
- SIGGRAPH
- 2002

We present an algorithm to efficiently and robustly process collisions, contact and friction in cloth simulation. It works with any technique for simulating the internal dynamics of the cloth, and allows true modeling of cloth thickness. We also show how our simulation data can be post-processed with a collision-aware subdivision scheme to produce smooth… (More)

- Yongning Zhu, Robert Bridson
- ACM Trans. Graph.
- 2005

We present a physics-based simulation method for animating sand. To allow for efficiently scaling up to large volumes of sand, we abstract away the individual grains and think of the sand as a continuum. In particular we show that an existing water simulator can be turned into a sand simulator with only a few small additions to account for inter-grain and… (More)

- Robert Bridson, Sebastian Marino, Ronald Fedkiw
- SIGGRAPH Courses
- 2003

Clothing is a fundamental part of a character's persona, a key storytelling tool used to convey an intended impression to the audience. Draping, folding, wrinkling, stretching, etc. all convey meaning, and thus each is carefully controlled when filming live actors. When making films with computer simulated cloth, these subtle but important elements must be… (More)

- Eran Guendelman, Robert Bridson, Ronald Fedkiw
- ACM Trans. Graph.
- 2003

We consider the simulation of nonconvex rigid bodies focusing on interactions such as collision, contact, friction (kinetic, static, rolling and spinning) and stacking. We advocate representing the geometry with both a triangulated surface and a signed distance function defined on a grid, and this dual representation is shown to have many advantages. We… (More)

- Neil Molino, Robert Bridson, Joseph Teran, Ronald Fedkiw
- IMR
- 2003

Motivated by Lagrangian simulation of elastic deformation, we propose a new tetrahedral mesh generation algorithm that produces both high quality elements and a mesh that is well conditioned for subsequent large deformations. We use a signed distance function defined on a Cartesian grid in order to represent the object geometry. After tiling space with a… (More)

- Robert Bridson, Jim Houriham, Marcus Nordenstam
- ACM Trans. Graph.
- 2007

Procedural methods for animating turbulent fluid are often preferred over simulation, both for speed and for the degree of animator control. We offer an extremely simple approach to efficiently generating turbulent velocity fields based on Perlin noise, with a formula that is exactly incompressible (necessary for the characteristic look of everyday fluids),… (More)

- Elliot English, Robert Bridson
- ACM Trans. Graph.
- 2008

We present a new discretization for the physics-based animation of developable surfaces. Constrained to not deform at all in-plane but free to bend out-of-plane, these are an excellent approximation for many materials, including most cloth, paper, and stiffer materials. Unfortunately the conforming (geometrically continuous) discretizations used in graphics… (More)

- Christopher Batty, Florence Bertails, Robert Bridson
- ACM Trans. Graph.
- 2007

Physical simulation has emerged as a compelling animation technique, yet current approaches to coupling simulations of fluids and solids with irregular boundary geometry are inefficient or cannot handle some relevant scenarios robustly. We propose a new variational approach which allows robust and accurate solution on relatively coarse Cartesian grids,… (More)

- Robert Bridson
- SIGGRAPH Sketches
- 2007

In many applications in graphics, particularly rendering, generating samples from a blue noise distribution is important. However, existing efficient techniques do not easily generalize beyond two dimensions. Here I demonstrate a simple modification to dart throwing which permits generation of Poisson disk samples in <i>O</i>(<i>N</i>) time, easily… (More)

- Hagit Schechter, Robert Bridson
- ACM Trans. Graph.
- 2012

We propose a new ghost fluid approach for free surface and solid boundary conditions in Smoothed Particle Hydrodynamics (SPH) liquid simulations. Prior methods either suffer from a spurious numerical surface tension artifact or drift away from the mass conservation constraint, and do not capture realistic cohesion of liquid to solids. Our Ghost SPH scheme… (More)