@article{14628,
  abstract     = {We introduce a compact, intuitive procedural graph representation for cellular metamaterials, which are small-scale, tileable structures that can be architected to exhibit many useful material properties. Because the structures’ “architectures” vary widely—with elements such as beams, thin shells, and solid bulks—it is difficult to explore them using existing representations. Generic approaches like voxel grids are versatile, but it is cumbersome to represent and edit individual structures; architecture-specific approaches address these issues, but are incompatible with one another. By contrast, our procedural graph succinctly represents the construction process for any structure using a simple skeleton annotated with spatially varying thickness. To express the highly constrained triply periodic minimal surfaces (TPMS) in this manner, we present the first fully automated version of the conjugate surface construction method, which allows novices to create complex TPMS from intuitive input. We demonstrate our representation’s expressiveness, accuracy, and compactness by constructing a wide range of established structures and hundreds of novel structures with diverse architectures and material properties. We also conduct a user study to verify our representation’s ease-of-use and ability to expand engineers’ capacity for exploration.},
  author       = {Makatura, Liane and Wang, Bohan and Chen, Yi-Lu and Deng, Bolei and Wojtan, Christopher J and Bickel, Bernd and Matusik, Wojciech},
  issn         = {0730-0301},
  journal      = {ACM Transactions on Graphics},
  keywords     = {Computer Graphics and Computer-Aided Design},
  number       = {5},
  publisher    = {Association for Computing Machinery},
  title        = {{Procedural metamaterials: A unified procedural graph for metamaterial design}},
  doi          = {10.1145/3605389},
  volume       = {42},
  year         = {2023},
}

@inproceedings{14748,
  author       = {Chen, Yi-Lu and Ly, Mickaël and Wojtan, Christopher J},
  booktitle    = {Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation},
  isbn         = {9798400702686},
  location     = {Los Angeles, CA, United States},
  publisher    = {Association for Computing Machinery},
  title        = {{Unified treatment of contact, friction and shock-propagation in rigid body animation}},
  doi          = {10.1145/3606037.3606836},
  year         = {2023},
}

@article{14240,
  abstract     = {This paper introduces a novel method for simulating large bodies of water as a height field. At the start of each time step, we partition the waves into a bulk flow (which approximately satisfies the assumptions of the shallow water equations) and surface waves (which approximately satisfy the assumptions of Airy wave theory). We then solve the two wave regimes separately using appropriate state-of-the-art techniques, and re-combine the resulting wave velocities at the end of each step. This strategy leads to the first heightfield wave model capable of simulating complex interactions between both deep and shallow water effects, like the waves from a boat wake sloshing up onto a beach, or a dam break producing wave interference patterns and eddies. We also analyze the numerical dispersion created by our method and derive an exact correction factor for waves at a constant water depth, giving us a numerically perfect re-creation of theoretical water wave dispersion patterns.},
  author       = {Jeschke, Stefan and Wojtan, Christopher J},
  issn         = {1557-7368},
  journal      = {ACM Transactions on Graphics},
  number       = {4},
  publisher    = {Association for Computing Machinery},
  title        = {{Generalizing shallow water simulations with dispersive surface waves}},
  doi          = {10.1145/3592098},
  volume       = {42},
  year         = {2023},
}

@article{11432,
  abstract     = {This paper proposes a method for simulating liquids in large bodies of water by coupling together a water surface wave simulator with a 3D Navier-Stokes simulator. The surface wave simulation uses the equivalent sources method (ESM) to efficiently animate large bodies of water with precisely controllable wave propagation behavior. The 3D liquid simulator animates complex non-linear fluid behaviors like splashes and breaking waves using off-the-shelf simulators using FLIP or the level set method with semi-Lagrangian advection.
We combine the two approaches by using the 3D solver to animate localized non-linear behaviors, and the 2D wave solver to animate larger regions with linear surface physics. We use the surface motion from the 3D solver as boundary conditions for 2D surface wave simulator, and we use the velocity and surface heights from the 2D surface wave simulator as boundary conditions for the 3D fluid simulation. We also introduce a novel technique for removing visual artifacts caused by numerical errors in 3D fluid solvers: we use experimental data to estimate the artificial dispersion caused by the 3D solver and we then carefully tune the wave speeds of the 2D solver to match it, effectively eliminating any differences in wave behavior across the boundary. To the best of our knowledge, this is the first time such a empirically driven error compensation approach has been used to remove coupling errors from a physics simulator.
Our coupled simulation approach leverages the strengths of each simulation technique, animating large environments with seamless transitions between 2D and 3D physics.},
  author       = {Schreck, Camille and Wojtan, Christopher J},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {2},
  pages        = {343--353},
  publisher    = {Wiley},
  title        = {{Coupling 3D liquid simulation with 2D wave propagation for large scale water surface animation using the equivalent sources method}},
  doi          = {10.1111/cgf.14478},
  volume       = {41},
  year         = {2022},
}

@article{11736,
  abstract     = {This paper introduces a methodology for inverse-modeling of yarn-level mechanics of cloth, based on the mechanical response of fabrics in the real world. We compiled a database from physical tests of several different knitted fabrics used in the textile industry. These data span different types of complex knit patterns, yarn compositions, and fabric finishes, and the results demonstrate diverse physical properties like stiffness, nonlinearity, and anisotropy.

We then develop a system for approximating these mechanical responses with yarn-level cloth simulation. To do so, we introduce an efficient pipeline for converting between fabric-level data and yarn-level simulation, including a novel swatch-level approximation for speeding up computation, and some small-but-necessary extensions to yarn-level models used in computer graphics. The dataset used for this paper can be found at http://mslab.es/projects/YarnLevelFabrics.},
  author       = {Sperl, Georg and Sánchez-Banderas, Rosa M. and Li, Manwen and Wojtan, Christopher J and Otaduy, Miguel A.},
  issn         = {1557-7368},
  journal      = {ACM Transactions on Graphics},
  number       = {4},
  publisher    = {Association for Computing Machinery},
  title        = {{Estimation of yarn-level simulation models for production fabrics}},
  doi          = {10.1145/3528223.3530167},
  volume       = {41},
  year         = {2022},
}

@article{12431,
  abstract     = {This paper presents a new representation of curve dynamics, with applications to vortex filaments in fluid dynamics. Instead of representing these filaments with explicit curve geometry and Lagrangian equations of motion, we represent curves implicitly with a new co-dimensional 2 level set description. Our implicit representation admits several redundant mathematical degrees of freedom in both the configuration and the dynamics of the curves, which can be tailored specifically to improve numerical robustness, in contrast to naive approaches for implicit curve dynamics that suffer from overwhelming numerical stability problems. Furthermore, we note how these hidden degrees of freedom perfectly map to a Clebsch representation in fluid dynamics. Motivated by these observations, we introduce untwisted level set functions and non-swirling dynamics which successfully regularize sources of numerical instability, particularly in the twisting modes around curve filaments. A consequence is a novel simulation method which produces stable dynamics for large numbers of interacting vortex filaments and effortlessly handles topological changes and re-connection events.},
  author       = {Ishida, Sadashige and Wojtan, Christopher J and Chern, Albert},
  issn         = {1557-7368},
  journal      = {ACM Transactions on Graphics},
  number       = {6},
  publisher    = {Association for Computing Machinery},
  title        = {{Hidden degrees of freedom in implicit vortex filaments}},
  doi          = {10.1145/3550454.3555459},
  volume       = {41},
  year         = {2022},
}

@misc{9327,
  abstract     = {This archive contains the missing sweater mesh animations and displacement models for the code of "Mechanics-Aware Deformation of Yarn Pattern Geometry"

Code Repository: https://git.ist.ac.at/gsperl/MADYPG},
  author       = {Sperl, Georg and Narain, Rahul and Wojtan, Christopher J},
  publisher    = {IST Austria},
  title        = {{Mechanics-Aware Deformation of Yarn Pattern Geometry (Additional Animation/Model Data)}},
  doi          = {10.15479/AT:ISTA:9327},
  year         = {2021},
}

@article{9818,
  abstract     = {Triangle mesh-based simulations are able to produce satisfying animations of knitted and woven cloth; however, they lack the rich geometric detail of yarn-level simulations. Naive texturing approaches do not consider yarn-level physics, while full yarn-level simulations may become prohibitively expensive for large garments. We propose a method to animate yarn-level cloth geometry on top of an underlying deforming mesh in a mechanics-aware fashion. Using triangle strains to interpolate precomputed yarn geometry, we are able to reproduce effects such as knit loops tightening under stretching. In combination with precomputed mesh animation or real-time mesh simulation, our method is able to animate yarn-level cloth in real-time at large scales.},
  author       = {Sperl, Georg and Narain, Rahul and Wojtan, Christopher J},
  issn         = {15577368},
  journal      = {ACM Transactions on Graphics},
  number       = {4},
  publisher    = {Association for Computing Machinery},
  title        = {{Mechanics-aware deformation of yarn pattern geometry}},
  doi          = {10.1145/3450626.3459816},
  volume       = {40},
  year         = {2021},
}

@article{8384,
  abstract     = {Previous research on animations of soap bubbles, films, and foams largely focuses on the motion and geometric shape of the bubble surface. These works neglect the evolution of the bubble’s thickness, which is normally responsible for visual phenomena like surface vortices, Newton’s interference patterns, capillary waves, and deformation-dependent rupturing of films in a foam. In this paper, we model these natural phenomena by introducing the film thickness as a reduced degree of freedom in the Navier-Stokes equations and deriving their equations of motion. We discretize the equations on a nonmanifold triangle mesh surface and couple it to an existing bubble solver. In doing so, we also introduce an incompressible fluid solver for 2.5D films and a novel advection algorithm for convecting fields across non-manifold surface junctions. Our simulations enhance state-of-the-art bubble solvers with additional effects caused by convection, rippling, draining, and evaporation of the thin film.},
  author       = {Ishida, Sadashige and Synak, Peter and Narita, Fumiya and Hachisuka, Toshiya and Wojtan, Christopher J},
  issn         = {15577368},
  journal      = {ACM Transactions on Graphics},
  number       = {4},
  publisher    = {Association for Computing Machinery},
  title        = {{A model for soap film dynamics with evolving thickness}},
  doi          = {10.1145/3386569.3392405},
  volume       = {39},
  year         = {2020},
}

@article{8385,
  abstract     = {We present a method for animating yarn-level cloth effects using a thin-shell solver. We accomplish this through numerical homogenization: we first use a large number of yarn-level simulations to build a model of the potential energy density of the cloth, and then use this energy density function to compute forces in a thin shell simulator. We model several yarn-based materials, including both woven and knitted fabrics. Our model faithfully reproduces expected effects like the stiffness of woven fabrics, and the highly deformable nature and anisotropy of knitted fabrics. Our approach does not require any real-world experiments nor measurements; because the method is based entirely on simulations, it can generate entirely new material models quickly, without the need for testing apparatuses or human intervention. We provide data-driven models of several woven and knitted fabrics, which can be used for efficient simulation with an off-the-shelf cloth solver.},
  author       = {Sperl, Georg and Narain, Rahul and Wojtan, Christopher J},
  issn         = {15577368},
  journal      = {ACM Transactions on Graphics},
  number       = {4},
  publisher    = {Association for Computing Machinery},
  title        = {{Homogenized yarn-level cloth}},
  doi          = {10.1145/3386569.3392412},
  volume       = {39},
  year         = {2020},
}

@article{8535,
  abstract     = {We propose a method to enhance the visual detail of a water surface simulation. Our method works as a post-processing step which takes a simulation as input and increases its apparent resolution by simulating many detailed Lagrangian water waves on top of it. We extend linear water wave theory to work in non-planar domains which deform over time, and we discretize the theory using Lagrangian wave packets attached to spline curves. The method is numerically stable and trivially parallelizable, and it produces high frequency ripples with dispersive wave-like behaviors customized to the underlying fluid simulation.},
  author       = {Skrivan, Tomas and Soderstrom, Andreas and Johansson, John and Sprenger, Christoph and Museth, Ken and Wojtan, Christopher J},
  issn         = {15577368},
  journal      = {ACM Transactions on Graphics},
  number       = {4},
  publisher    = {Association for Computing Machinery},
  title        = {{Wave curves: Simulating Lagrangian water waves on dynamically deforming surfaces}},
  doi          = {10.1145/3386569.3392466},
  volume       = {39},
  year         = {2020},
}

@article{8765,
  abstract     = {This paper introduces a simple method for simulating highly anisotropic elastoplastic material behaviors like the dissolution of fibrous phenomena (splintering wood, shredding bales of hay) and materials composed of large numbers of irregularly‐shaped bodies (piles of twigs, pencils, or cards). We introduce a simple transformation of the anisotropic problem into an equivalent isotropic one, and we solve this new “fictitious” isotropic problem using an existing simulator based on the material point method. Our approach results in minimal changes to existing simulators, and it allows us to re‐use popular isotropic plasticity models like the Drucker‐Prager yield criterion instead of inventing new anisotropic plasticity models for every phenomenon we wish to simulate.},
  author       = {Schreck, Camille and Wojtan, Christopher J},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  keywords     = {Computer Networks and Communications},
  number       = {2},
  pages        = {89--99},
  publisher    = {Wiley},
  title        = {{A practical method for animating anisotropic elastoplastic materials}},
  doi          = {10.1111/cgf.13914},
  volume       = {39},
  year         = {2020},
}

@article{8766,
  abstract     = {The “procedural” approach to animating ocean waves is the dominant algorithm for animating larger bodies of water in
interactive applications as well as in off-line productions — it provides high visual quality with a low computational demand. In this paper, we widen the applicability of procedural water wave animation with an extension that guarantees the satisfaction of boundary conditions imposed by terrain while still approximating physical wave behavior. In combination with a particle system that models wave breaking, foam, and spray, this allows us to naturally model waves interacting with beaches and rocks. Our system is able to animate waves at large scales at interactive frame rates on a commodity PC.},
  author       = {Jeschke, Stefan and Hafner, Christian and Chentanez, Nuttapong and Macklin, Miles and Müller-Fischer, Matthias and Wojtan, Christopher J},
  journal      = {Computer Graphics forum},
  location     = {Online Symposium},
  number       = {8},
  pages        = {47--54},
  publisher    = {Wiley},
  title        = {{Making procedural water waves boundary-aware}},
  doi          = {10.1111/cgf.14100},
  volume       = {39},
  year         = {2020},
}

@article{5681,
  abstract     = {We introduce dynamically warping grids for adaptive liquid simulation. Our primary contributions are a strategy for dynamically deforming regular grids over the course of a simulation and a method for efficiently utilizing these deforming grids for liquid simulation. Prior work has shown that unstructured grids are very effective for adaptive fluid simulations. However, unstructured grids often lead to complicated implementations and a poor cache hit rate due to inconsistent memory access. Regular grids, on the other hand, provide a fast, fixed memory access pattern and straightforward implementation. Our method combines the advantages of both: we leverage the simplicity of regular grids while still achieving practical and controllable spatial adaptivity. We demonstrate that our method enables adaptive simulations that are fast, flexible, and robust to null-space issues. At the same time, our method is simple to implement and takes advantage of existing highly-tuned algorithms.},
  author       = {Hikaru, Ibayashi and Wojtan, Christopher J and Thuerey, Nils and Igarashi, Takeo and Ando, Ryoichi},
  issn         = {19410506},
  journal      = {IEEE Transactions on Visualization and Computer Graphics},
  number       = {6},
  pages        = {2288--2302},
  publisher    = {IEEE},
  title        = {{Simulating liquids on dynamically warping grids}},
  doi          = {10.1109/TVCG.2018.2883628},
  volume       = {26},
  year         = {2020},
}

@article{6442,
  abstract     = {This paper investigates the use of fundamental solutions for animating detailed linear water surface waves. We first propose an analytical solution for efficiently animating circular ripples in closed form. We then show how to adapt the method of fundamental solutions (MFS) to create ambient waves interacting with complex obstacles. Subsequently, we present a novel wavelet-based discretization which outperforms the state of the art MFS approach for simulating time-varying water surface waves with moving obstacles. Our results feature high-resolution spatial details, interactions with complex boundaries, and large open ocean domains. Our method compares favorably with previous work as well as known analytical solutions. We also present comparisons between our method and real world examples.},
  author       = {Schreck, Camille and Hafner, Christian and Wojtan, Christopher J},
  journal      = {ACM Transactions on Graphics},
  number       = {4},
  publisher    = {ACM},
  title        = {{Fundamental solutions for water wave animation}},
  doi          = {10.1145/3306346.3323002},
  volume       = {38},
  year         = {2019},
}

@article{134,
  abstract     = {The current state of the art in real-time two-dimensional water wave simulation requires developers to choose between efficient Fourier-based methods, which lack interactions with moving obstacles, and finite-difference or finite element methods, which handle environmental interactions but are significantly more expensive. This paper attempts to bridge this long-standing gap between complexity and performance, by proposing a new wave simulation method that can faithfully simulate wave interactions with moving obstacles in real time while simultaneously preserving minute details and accommodating very large simulation domains.

Previous methods for simulating 2D water waves directly compute the change in height of the water surface, a strategy which imposes limitations based on the CFL condition (fast moving waves require small time steps) and Nyquist's limit (small wave details require closely-spaced simulation variables). This paper proposes a novel wavelet transformation that discretizes the liquid motion in terms of amplitude-like functions that vary over space, frequency, and direction, effectively generalizing Fourier-based methods to handle local interactions. Because these new variables change much more slowly over space than the original water height function, our change of variables drastically reduces the limitations of the CFL condition and Nyquist limit, allowing us to simulate highly detailed water waves at very large visual resolutions. Our discretization is amenable to fast summation and easy to parallelize. We also present basic extensions like pre-computed wave paths and two-way solid fluid coupling. Finally, we argue that our discretization provides a convenient set of variables for artistic manipulation, which we illustrate with a novel wave-painting interface.},
  author       = {Jeschke, Stefan and Skrivan, Tomas and Mueller Fischer, Matthias and Chentanez, Nuttapong and Macklin, Miles and Wojtan, Christopher J},
  journal      = {ACM Transactions on Graphics},
  number       = {4},
  publisher    = {ACM},
  title        = {{Water surface wavelets}},
  doi          = {10.1145/3197517.3201336},
  volume       = {37},
  year         = {2018},
}

@article{135,
  abstract     = {The Fluid Implicit Particle method (FLIP) reduces numerical dissipation by combining particles with grids. To improve performance, the subsequent narrow band FLIP method (NB‐FLIP) uses a FLIP‐based fluid simulation only near the liquid surface and a traditional grid‐based fluid simulation away from the surface. This spatially‐limited FLIP simulation significantly reduces the number of particles and alleviates a computational bottleneck. In this paper, we extend the NB‐FLIP idea even further, by allowing a simulation to transition between a FLIP‐like fluid simulation and a grid‐based simulation in arbitrary locations, not just near the surface. This approach leads to even more savings in memory and computation, because we can concentrate the particles only in areas where they are needed. More importantly, this new method allows us to seamlessly transition to smooth implicit surface geometry wherever the particle‐based simulation is unnecessary. Consequently, our method leads to a practical algorithm for avoiding the noisy surface artifacts associated with particle‐based liquid simulations, while simultaneously maintaining the benefits of a FLIP simulation in regions of dynamic motion.},
  author       = {Sato, Takahiro and Wojtan, Christopher J and Thuerey, Nils and Igarashi, Takeo and Ando, Ryoichi},
  issn         = {0167-7055},
  journal      = {Computer Graphics Forum},
  number       = {2},
  pages        = {169 -- 177},
  publisher    = {Wiley},
  title        = {{Extended narrow band FLIP for liquid simulations}},
  doi          = {10.1111/cgf.13351},
  volume       = {37},
  year         = {2018},
}

@article{470,
  abstract     = {This paper presents a method for simulating water surface waves as a displacement field on a 2D domain. Our method relies on Lagrangian particles that carry packets of water wave energy; each packet carries information about an entire group of wave trains, as opposed to only a single wave crest. Our approach is unconditionally stable and can simulate high resolution geometric details. This approach also presents a straightforward interface for artistic control, because it is essentially a particle system with intuitive parameters like wavelength and amplitude. Our implementation parallelizes well and runs in real time for moderately challenging scenarios.},
  author       = {Jeschke, Stefan and Wojtan, Christopher J},
  issn         = {07300301},
  journal      = {ACM Transactions on Graphics},
  number       = {4},
  publisher    = {ACM},
  title        = {{Water wave packets}},
  doi          = {10.1145/3072959.3073678},
  volume       = {36},
  year         = {2017},
}

@article{1367,
  abstract     = {One of the major challenges in physically based modelling is making simulations efficient. Adaptive models provide an essential solution to these efficiency goals. These models are able to self-adapt in space and time, attempting to provide the best possible compromise between accuracy and speed. This survey reviews the adaptive solutions proposed so far in computer graphics. Models are classified according to the strategy they use for adaptation, from time-stepping and freezing techniques to geometric adaptivity in the form of structured grids, meshes and particles. Applications range from fluids, through deformable bodies, to articulated solids.},
  author       = {Manteaux, Pierre and Wojtan, Christopher J and Narain, Rahul and Redon, Stéphane and Faure, François and Cani, Marie},
  issn         = {01677055},
  journal      = {Computer Graphics Forum},
  number       = {6},
  pages        = {312 -- 337},
  publisher    = {Wiley-Blackwell},
  title        = {{Adaptive physically based models in computer graphics}},
  doi          = {10.1111/cgf.12941},
  volume       = {36},
  year         = {2017},
}

@inproceedings{1136,
  abstract     = {We propose an interactive sculpting system for seamlessly editing pre-computed animations of liquid, without the need for any resimulation. The input is a sequence of meshes without correspondences representing the liquid surface over time. Our method enables the efficient selection of consistent space-time parts of this animation, such as moving waves or droplets, which we call space-time features. Once selected, a feature can be copied, edited, or duplicated and then pasted back anywhere in space and time in the same or in another liquid animation sequence. Our method circumvents tedious user interactions by automatically computing the spatial and temporal ranges of the selected feature. We also provide space-time shape editing tools for non-uniform scaling, rotation, trajectory changes, and temporal editing to locally speed up or slow down motion. Using our tools, the user can edit and progressively refine any input simulation result, possibly using a library of precomputed space-time features extracted from other animations. In contrast to the trial-and-error loop usually required to edit animation results through the tuning of indirect simulation parameters, our method gives the user full control over the edited space-time behaviors. © 2016 Copyright held by the owner/author(s).},
  author       = {Manteaux, Pierre and Vimont, Ulysse and Wojtan, Christopher J and Rohmer, Damien and Cani, Marie},
  booktitle    = {Proceedings of the 9th International Conference on Motion in Games },
  location     = {San Francisco, CA, USA},
  publisher    = {ACM},
  title        = {{Space-time sculpting of liquid animation}},
  doi          = {10.1145/2994258.2994261},
  year         = {2016},
}

