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- Tyson Brochu, Todd Keeler, Robert Bridson
- Symposium on Computer Animation
- 2012

We present the first quality physics-based smoke animation method which runs in time approximately linear in the size of the rendered two-dimensional visual detail. Our fundamental representation is a closed triangle mesh surface dividing space between clear air and a uniformly smoky region, on which we compute vortex sheet dynamics to accurately solve… (More)

- Todd Keeler, Robert Bridson
- SIGGRAPH Posters
- 2014

We tackle deep water simulation in a scalable way, solving 3D irrotational flow using only variables stored in a mesh of the surface of the water, in time proportional to the rendered mesh. The heart of our method is a novel boundary integral equation formulation that is amenable to explicit mesh tracking with unstructured triangle meshes. Our method… (More)

- Todd Keeler, John Fedorkiw, Sherif Ghali
- Computer-Aided Design
- 2007

We introduce a novel representation for visibility in three dimensions and describe an efficient algorithm to construct it. The data structure is a spherical map that consists of a doubly–connected edge list embedded on the surface of a sphere. Each face of the spherical map is labeled with the polygon visible in the corresponding cone. We demonstrate that… (More)

- Burton Voorhees, Rhyan Arthur, Todd Keeler
- IJUC
- 2006

- Burton Voorhees, Joseph Senez, Todd Keeler, Martin Connors
- Advances in Complex Systems
- 2008

Despite over four decades of published algorithms for the computation of visibility, a large gap between theory and practice remains. A significant objective is to design and implement a robust and efficient algorithm that makes it possible to generate the set of polygons visible from an observer in a piecewise linear scene. We describe here and in the… (More)

- Todd Keeler, Robert Bridson
- SIGGRAPH '17
- 2017

We propose a novel method of compressing a fluid effect for realtime playback by using a compact mathematical representation of the spatio-temporal fluid surface. To create the surface representation we use as input a set of fluid meshes from standard techniques along with the simulation's surface velocity to construct a spatially adaptive and temporally… (More)

- Ken Museth, Jeff Budsberg, Rick Hankins, Todd Keeler, Dan Bailey, Rama Hoetzlein
- SIGGRAPH Courses
- 2015

- Burton Voorhees, Rhyan Arthur, Todd Keeler
- IJUC
- 2006

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