[Graphics]Physics Based Animation
keywords: Graphics, Physics Based Animation
Common Physics
Papers
Playing Pool with |ψi: from Bouncing Billiards to Quantum Search
https://arxiv.org/pdf/1912.02207.pdf
A Hybrid Material Point Method for Frictional Contact with Diverse Materials
https://dl.acm.org/doi/pdf/10.1145/3340258
CSC417/CSC2549-Physics-based Animation Fall 2020
https://github.com/dilevin/CSC417-physics-based-animation
David I.W. Levin
http://142.93.146.228/researchdb/
David Levin
https://www.youtube.com/channel/UCIM0HrQVDcUYdrZvSwuUJgA/videos
Machine Learning in Physical Animation
Try W&B to track machine learning experiments and visualize results
https://www.wandb.com/papers
AI Learns To Compute Game Physics In Microseconds
https://www.youtube.com/watch?v=atcKO15YVD8
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.
https://github.com/rlguy/Blender-FLIP-Fluids
Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
https://github.com/bulletphysics/bullet3
Open source C++ physics engine library in 3D
https://github.com/DanielChappuis/reactphysics3d
A lightweight 3D physics engine written in JavaScript.
https://github.com/schteppe/cannon.js
A multi core friendly rigid body physics and collision detection library suitable for games and VR applications.
https://github.com/jrouwe/JoltPhysics
Edyn is a real-time physics engine organized as an ECS.(Recommended)
https://github.com/xissburg/edyn
A lightweight collection of routines for physics simulation.(Recommended)
https://github.com/dilevin/Bartels
A modular destruction SDK designed for performance and flexibility, replacing APEX destruction.(Recommended)
https://github.com/NVIDIAGameWorks/Blast
Examples
CWaggle is an open-source robotics / physics simulator written with an ECS framework. It has been used for publications in robotics / reinforcement learning. (Recommended)
https://github.com/davechurchill/cwaggle
Flow Physics
Tools & Frameworks - Flow
MantaPatch: Data-driven Synthesis of Smoke Flows with Cnn-based Feature Descriptors, Mengyu Chu and Nils Thuerey
https://github.com/RachelCmy/mantaPatch
A quick implementation of MLFLIP
https://github.com/kiwonum/mlflip
Real-time fluid simulation engine running on GPU with Vulkan
https://github.com/mmaldacker/Vortex2D
SPlisHSPlasH is an open-source library for the physically-based simulation of fluids.
https://github.com/InteractiveComputerGraphics/SPlisHSPlasH
VorteGrid: Interactive Fluid Simulation for Games and Movies. (Recommended)
https://github.com/mijagourlay/VorteGrid
Examples
A PIC/FLIP fluid simulation based on the methods found in Robert Bridson’s “Fluid Simulation for Computer Graphics”
https://github.com/rlguy/GridFluidSim3D
Simple, single-file fluid solvers for learning purposes
https://github.com/tunabrain/incremental-fluids
Papers
Fast and Versatile Fluid-Solid Coupling for Turbulent Flow Simulation
http://www.geometry.caltech.edu/pubs/LLDL21.pdf
GPU Optimization of Material Point Methods
https://github.com/kuiwuchn/GPUMPM
Cloth Simulation
Papers
N-Cloth: Predicting 3D Cloth Deformation with Mesh-Based Networks (Recommended)
https://arxiv.org/pdf/2112.06397.pdf
Subspace Neural Physics: Fast Data-Driven Interactive
Simulation
https://static-wordpress.akamaized.net/montreal.ubisoft.com/wp-content/uploads/2019/08/27140237/deep-cloth-paper.pdf
Cloth and Skin Deformation with a Triangle Mesh Based Convolutional Neural Network
https://mmacklin.com/chentanez2020.pdf
https://www.youtube.com/watch?v=g4hU2jKl02g
Learning-Based Animation of Clothing for Virtual Try-On
http://isantesteban.com/docs/EG2019/santesteban2019.pdf
Physics-Inspired Upsampling for Cloth Simulation in Games
https://www.cs.utah.edu/~ladislav/kavan11physics/kavan11physics.pdf
Cloth
https://graphics.stanford.edu/~mdfisher/cloth.html
Deep Physics-aware Inference of Cloth Deformation for Monocular Human Performance Capture
https://arxiv.org/pdf/2011.12866.pdf
Fragments Notes
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?
https://gamedev.stackexchange.com/questions/94000/how-to-implement-accurate-frame-rate-independent-physics
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