Animating sand as a fluid
By Yongning Zhu, Robert Bridson. 2005
785 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design, Control and Systems Engineering
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- Nils Thürey
- Markus H. Gross
- Leonidas J. Guibas
- Andrew Selle
- Mark Pauly
- Steffen Wiewel
- Moritz Becher
- Richard Keiser
In Computer Graphics and Computer-Aided Design
- Nils Thürey
- Markus H. Gross
- Steffen Wiewel
- Moritz Becher
- Leonidas J. Guibas
- Mark Pauly
- Andrew Selle
- Richard Keiser
In Control and Systems Engineering
- Nils Thürey
- Andrew Selle
- Steffen Wiewel
- Moritz Becher
- Barbara Solenthaler
- Theodore Kim
- D. Levin
- Yun Teng
Citations in the corpus
- Latent Space Physics: Towards Learning the Temporal Evolution of Fluid Flow (2018, methodology): “Since then, the fluid implicit particle (FLIP) method has been especially popular for detailed liquid simulations [ZB05], and we will use it to generate our training data.”
- Blending liquids (2014, methodology): “2003; Solenthaler and Pajarola 2009] and hybrid approaches [Zhu and Bridson 2005].”
- Data-driven fluid simulations using regression forests (2015, methodology): “At the 2 × 2 × 2 subsampling (used for example also in the FLIP method [Zhu and Bridson 2005]) we did not observe any additional approximation artifacts.”
- The material point method for simulating continuum materials (2016, methodology): “While FLIP has been known in graphics community as a useful liquid simulation method for a while [Zhu and Bridson, 2005; Bridson, 2008; Ando and Tsuruno, 2011], MPM is only introduced and studied recently.”
- Adaptively sampled particle fluids (2007, background): “Figure 5: Comparison between our surface definition (blue curve), the definition of [Zhu and Bridson 2005] (green curve) and blobbies (red curve).”
- The affine particle-in-cell method (2015, methodology): “The exact form of those steps may be different with each phenomenon, and one can see examples of a canonical fluid loop in [Zhu and Bridson 2005] or MPM loop in [Stomakhin et al.”
- Aggregate dynamics for dense crowd simulation (2009, neutral): “CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Animation; I.6.8 [Simulation and Modeling]: Types of Simulation—Animation Keywords: crowds, planning, continuum, incompressibility”
- Eulerian solid-fluid coupling (2016, methodology): “Like the Eulerian grid projection stage of the Lagrangian FLIP method [Zhu and Bridson 2005], or the semiLagrangian particle traces of grid-based Stable Fluids [Stam 1999], we leverage the advantages of the other coordinate system during time integration without fully commiting to the representation”
- Interactive localized liquid motion editing (2013, methodology): “In this paper, our fluid simulator is based on FLIP method [Zhu and Bridson 2005], since its concept of fluid particles eases the formulation of our control problems.”
- Fluid directed rigid body control using deep reinforcement learning (2018, methodology): “Fluid simulators can be categorized according to the discretization methods, which include grid-based methods [Enright et al. 2002], particle-based methods [Becker and Teschner 2007], and hybrid methods [Losasso et al. 2008; Zhu and Bridson 2005].”
- A moving least squares material point method with displacement discontinuity and two-way rigid body coupling (2018, methodology): “This issue is more pronounced in MPM than FLIPbased uids [Zhu and Bridson 2005] due to the wider kernel support of quadratic or cubic B-splines required for solids [Ste en et al. 2008].”