[Graphics]Physics Based Animation
keywords: Graphics, Physics Based Animation
Playing Pool with |ψi: from Bouncing Billiards to Quantum Search
A Hybrid Material Point Method for Frictional Contact with Diverse Materials
GPU Optimization of Material Point Methods
CSC417/CSC2549-Physics-based Animation Fall 2020
David I.W. Levin
Machine Learning in Physical Animation
Tools & Frameworks
FLIP Fluids is a powerful liquid simulation plugin that gives you the ability to create high quality fluid effects all within Blender, the free and open source 3D creation suite.
Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
Open source C++ physics engine library in 3D
A multi core friendly rigid body physics and collision detection library suitable for games and VR applications.
Edyn is a real-time physics engine organized as an ECS.(Recommended)
Tools & Frameworks - Flow
MantaPatch: Data-driven Synthesis of Smoke Flows with Cnn-based Feature Descriptors, Mengyu Chu and Nils Thuerey
A quick implementation of MLFLIP
Real-time fluid simulation engine running on GPU with Vulkan
SPlisHSPlasH is an open-source library for the physically-based simulation of fluids.
A PIC/FLIP fluid simulation based on the methods found in Robert Bridson’s “Fluid Simulation for Computer Graphics”
Simple, single-file fluid solvers for learning purposes
How to keep physics works right at different frame rate? (Substepping)
velocityOld = velocityX; velocityX += acceleration * delta; posX += (velocityX + velocityOld)/2 * delta;
How to implement accurate frame-rate-independent physics?
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