@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},
}

@phdthesis{12358,
  abstract     = {The complex yarn structure of knitted and woven fabrics gives rise to both a mechanical and
visual complexity. The small-scale interactions of yarns colliding with and pulling on each
other result in drastically different large-scale stretching and bending behavior, introducing
anisotropy, curling, and more. While simulating cloth as individual yarns can reproduce this
complexity and match the quality of real fabric, it may be too computationally expensive for
large fabrics. On the other hand, continuum-based approaches do not need to discretize the
cloth at a stitch-level, but it is non-trivial to find a material model that would replicate the
large-scale behavior of yarn fabrics, and they discard the intricate visual detail. In this thesis,
we discuss three methods to try and bridge the gap between small-scale and large-scale yarn
mechanics using numerical homogenization: fitting a continuum model to periodic yarn simulations, adding mechanics-aware yarn detail onto thin-shell simulations, and quantitatively
fitting yarn parameters to physical measurements of real fabric.
To start, we present a method for animating yarn-level cloth effects using a thin-shell solver.
We first use a large number of periodic yarn-level simulations to build a model of the potential
energy density of the cloth, and then use it to compute forces in a thin-shell simulator. The
resulting simulations faithfully reproduce expected effects like the stiffening of woven fabrics
and the highly deformable nature and anisotropy of knitted fabrics at a fraction of the cost of
full yarn-level simulation.
While our thin-shell simulations are able to capture large-scale yarn mechanics, they lack
the rich visual detail of yarn-level simulations. Therefore, we propose a method to animate
yarn-level cloth geometry on top of an underlying deforming mesh in a mechanics-aware
fashion in real time. Using triangle strains to interpolate precomputed yarn geometry, we are
able to reproduce effects such as knit loops tightening under stretching at negligible cost.
Finally, we introduce a methodology for inverse-modeling of yarn-level mechanics of cloth,
based on the mechanical response of fabrics in the real world. We compile a database from
physical tests of several knitted fabrics used in the textile industry spanning diverse physical
properties like stiffness, nonlinearity, and anisotropy. We then develop a system for approximating these mechanical responses with yarn-level cloth simulation, using homogenized
shell models to speed up computation and adding some small-but-necessary extensions to
yarn-level models used in computer graphics.
},
  author       = {Sperl, Georg},
  isbn         = {978-3-99078-020-6},
  issn         = {2663-337X},
  pages        = {138},
  publisher    = {Institute of Science and Technology Austria},
  title        = {{Homogenizing yarn simulations: Large-scale mechanics, small-scale detail, and quantitative fitting}},
  doi          = {10.15479/at:ista:12103},
  year         = {2022},
}

@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},
}

@inproceedings{8135,
  abstract     = {Discrete Morse theory has recently lead to new developments in the theory of random geometric complexes. This article surveys the methods and results obtained with this new approach, and discusses some of its shortcomings. It uses simulations to illustrate the results and to form conjectures, getting numerical estimates for combinatorial, topological, and geometric properties of weighted and unweighted Delaunay mosaics, their dual Voronoi tessellations, and the Alpha and Wrap complexes contained in the mosaics.},
  author       = {Edelsbrunner, Herbert and Nikitenko, Anton and Ölsböck, Katharina and Synak, Peter},
  booktitle    = {Topological Data Analysis},
  isbn         = {9783030434076},
  issn         = {21978549},
  pages        = {181--218},
  publisher    = {Springer Nature},
  title        = {{Radius functions on Poisson–Delaunay mosaics and related complexes experimentally}},
  doi          = {10.1007/978-3-030-43408-3_8},
  volume       = {15},
  year         = {2020},
}

@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{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},
}

@phdthesis{839,
  abstract     = {This thesis describes a brittle fracture simulation method for visual effects applications. Building upon a symmetric Galerkin boundary element method, we first compute stress intensity factors following the theory of linear elastic fracture mechanics. We then use these stress intensities to simulate the motion of a propagating crack front at a significantly higher resolution than the overall deformation of the breaking object. Allowing for spatial variations of the material's toughness during crack propagation produces visually realistic, highly-detailed fracture surfaces. Furthermore, we introduce approximations for stress intensities and crack opening displacements, resulting in both practical speed-up and theoretically superior runtime complexity compared to previous methods. While we choose a quasi-static approach to fracture mechanics, ignoring dynamic deformations, we also couple our fracture simulation framework to a standard rigid-body dynamics solver, enabling visual effects artists to simulate both large scale motion, as well as fracturing due to collision forces in a combined system. As fractures inside of an object grow, their geometry must be represented both in the coarse boundary element mesh, as well as at the desired fine output resolution. Using a boundary element method, we avoid complicated volumetric meshing operations. Instead we describe a simple set of surface meshing operations that allow us to progressively add cracks to the mesh of an object and still re-use all previously computed entries of the linear boundary element system matrix. On the high resolution level, we opt for an implicit surface representation. We then describe how to capture fracture surfaces during crack propagation, as well as separate the individual fragments resulting from the fracture process, based on this implicit representation. We show results obtained with our method, either solving the full boundary element system in every time step, or alternatively using our fast approximations. These results demonstrate that both of these methods perform well in basic test cases and produce realistic fracture surfaces. Furthermore we show that our fast approximations substantially out-perform the standard approach in more demanding scenarios. Finally, these two methods naturally combine, using the full solution while the problem size is manageably small and switching to the fast approximations later on. The resulting hybrid method gives the user a direct way to choose between speed and accuracy of the simulation. },
  author       = {Hahn, David},
  issn         = {2663-337X},
  pages        = {124},
  publisher    = {Institute of Science and Technology Austria},
  title        = {{Brittle fracture simulation with boundary elements for computer graphics}},
  doi          = {10.15479/AT:ISTA:th_855},
  year         = {2017},
}

@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},
}

@misc{5568,
  abstract     = {Includes source codes, test cases, and example data used in the thesis Brittle Fracture Simulation with Boundary Elements for Computer Graphics. Also includes pre-built binaries of the HyENA library, but not sources - please contact the HyENA authors to obtain these sources if required (https://mech.tugraz.at/hyena)},
  author       = {Hahn, David},
  keywords     = {Boundary elements, brittle fracture, computer graphics, fracture simulation},
  publisher    = {Institute of Science and Technology Austria},
  title        = {{Source codes: Brittle fracture simulation with boundary elements for computer graphics}},
  doi          = {10.15479/AT:ISTA:73},
  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},
}

@inproceedings{1361,
  abstract     = {We propose a novel surface-only technique for simulating incompressible, inviscid and uniform-density liquids with surface tension in three dimensions. The liquid surface is captured by a triangle mesh on which a Lagrangian velocity field is stored. Because advection of the velocity field may violate the incompressibility condition, we devise an orthogonal projection technique to remove the divergence while requiring the evaluation of only two boundary integrals. The forces of surface tension, gravity, and solid contact are all treated by a boundary element solve, allowing us to perform detailed simulations of a wide range of liquid phenomena, including waterbells, droplet and jet collisions, fluid chains, and crown splashes.},
  author       = {Da, Fang and Hahn, David and Batty, Christopher and Wojtan, Christopher J and Grinspun, Eitan},
  location     = {Anaheim, CA, USA},
  number       = {4},
  publisher    = {ACM},
  title        = {{Surface only liquids}},
  doi          = {10.1145/2897824.2925899},
  volume       = {35},
  year         = {2016},
}

@inproceedings{1362,
  abstract     = {We present a boundary element based method for fast simulation of brittle fracture. By introducing simplifying assumptions that allow us to quickly estimate stress intensities and opening displacements during crack propagation, we build a fracture algorithm where the cost of each time step scales linearly with the length of the crackfront. The transition from a full boundary element method to our faster variant is possible at the beginning of any time step. This allows us to build a hybrid method, which uses the expensive but more accurate BEM while the number of degrees of freedom is low, and uses the fast method once that number exceeds a given threshold as the crack geometry becomes more complicated. Furthermore, we integrate this fracture simulation with a standard rigid-body solver. Our rigid-body coupling solves a Neumann boundary value problem by carefully separating translational, rotational and deformational components of the collision forces and then applying a Tikhonov regularizer to the resulting linear system. We show that our method produces physically reasonable results in standard test cases and is capable of dealing with complex scenes faster than previous finite- or boundary element approaches.},
  author       = {Hahn, David and Wojtan, Christopher J},
  location     = {Anaheim, CA, USA},
  number       = {4},
  publisher    = {ACM},
  title        = {{Fast approximations for boundary element based brittle fracture simulation}},
  doi          = {10.1145/2897824.2925902},
  volume       = {35},
  year         = {2016},
}

@inproceedings{1363,
  abstract     = {When aiming to seamlessly integrate a fluid simulation into a larger scenario (like an open ocean), careful attention must be paid to boundary conditions. In particular, one must implement special &quot;non-reflecting&quot; boundary conditions, which dissipate out-going waves as they exit the simulation. Unfortunately, the state of the art in non-reflecting boundary conditions (perfectly-matched layers, or PMLs) only permits trivially simple inflow/outflow conditions, so there is no reliable way to integrate a fluid simulation into a more complicated environment like a stormy ocean or a turbulent river. This paper introduces the first method for combining nonreflecting boundary conditions based on PMLs with inflow/outflow boundary conditions that vary arbitrarily throughout space and time. Our algorithm is a generalization of stateof- the-art mean-flow boundary conditions in the computational fluid dynamics literature, and it allows for seamless integration of a fluid simulation into much more complicated environments. Our method also opens the door for previously-unseen postprocess effects like retroactively changing the location of solid obstacles, and locally increasing the visual detail of a pre-existing simulation.},
  author       = {Bojsen-Hansen, Morten and Wojtan, Christopher J},
  location     = {Anaheim, CA, USA},
  number       = {4},
  publisher    = {ACM},
  title        = {{Generalized non-reflecting boundaries for fluid re-simulation}},
  doi          = {10.1145/2897824.2925963},
  volume       = {35},
  year         = {2016},
}

@article{1412,
  abstract     = {Combining high-resolution level set surface tracking with lower resolution physics is an inexpensive method for achieving highly detailed liquid animations. Unfortunately, the inherent resolution mismatch introduces several types of disturbing visual artifacts. We identify the primary sources of these artifacts and present simple, efficient, and practical solutions to address them. First, we propose an unconditionally stable filtering method that selectively removes sub-grid surface artifacts not seen by the fluid physics, while preserving fine detail in dynamic splashing regions. It provides comparable results to recent error-correction techniques at lower cost, without substepping, and with better scaling behavior. Second, we show how a modified narrow-band scheme can ensure accurate free surface boundary conditions in the presence of large resolution mismatches. Our scheme preserves the efficiency of the narrow-band methodology, while eliminating objectionable stairstep artifacts observed in prior work. Third, we demonstrate that the use of linear interpolation of velocity during advection of the high-resolution level set surface is responsible for visible grid-aligned kinks; we therefore advocate higher-order velocity interpolation, and show that it dramatically reduces this artifact. While these three contributions are orthogonal, our results demonstrate that taken together they efficiently address the dominant sources of visual artifacts arising with high-resolution embedded liquid surfaces; the proposed approach offers improved visual quality, a straightforward implementation, and substantially greater scalability than competing methods.},
  author       = {Goldade, Ryan and Batty, Christopher and Wojtan, Christopher J},
  journal      = {Computer Graphics Forum},
  number       = {2},
  pages        = {233 -- 242},
  publisher    = {Wiley-Blackwell},
  title        = {{A practical method for high-resolution embedded liquid surfaces}},
  doi          = {10.1111/cgf.12826},
  volume       = {35},
  year         = {2016},
}

