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 Chris Wojtan

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Average citations per article14.84
Citation Count549
Publication count37
Publication years2006-2019
Available for download27
Average downloads per article850.93
Downloads (cumulative)22,975
Downloads (12 Months)2,437
Downloads (6 Weeks)343
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35 results found Export Results: bibtexendnoteacmrefcsv

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1 published by ACM
July 2019 ACM Transactions on Graphics (TOG): Volume 38 Issue 4, July 2019
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 170,   Downloads (12 Months): 260,   Downloads (Overall): 260

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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, ...
Keywords: dispersion relation, equivalent sources, fundamental solution, helmholtz equation, interactive fluid simulation, water waves, wave equation

2 published by ACM
July 2018 ACM Transactions on Graphics (TOG): Volume 37 Issue 4, August 2018
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 43,   Downloads (12 Months): 639,   Downloads (Overall): 802

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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 ...
Keywords: natural phenomena, real-time animation, water animation

3
September 2017 Computer Graphics Forum: Volume 36 Issue 6, September 2017
Publisher: The Eurographs Association & John Wiley & Sons, Ltd.
Bibliometrics:
Citation Count: 0

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 ...
Keywords: adaptivity, I.3.7 Computer GraphicsThree-Dimensional Graphics and Realism-Animation, physically based animation

4 published by ACM
July 2017 SIGGRAPH '17: ACM SIGGRAPH 2017 Real Time Live!
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 7,   Downloads (12 Months): 29,   Downloads (Overall): 314

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Simulating large bodies of water in real time has been a research goal for a few decades. Existing procedural approaches like FFT-based simulations typically lack dynamic response like boundary-wave reflections or general body-fluid interactions like splashes or boat wakes. On the other side of the spectrum, existing dynamic Eulerian wave ...

5 published by ACM
July 2017 ACM Transactions on Graphics (TOG): Volume 36 Issue 4, July 2017
Publisher: ACM
Bibliometrics:
Citation Count: 3
Downloads (6 Weeks): 18,   Downloads (12 Months): 391,   Downloads (Overall): 1,125

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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. ...
Keywords: computational fluid dynamics, liquid animation, particle system, real-time simulation, water surface waves, wave packets

6 published by ACM
October 2016 MIG '16: Proceedings of the 9th International Conference on Motion in Games
Publisher: ACM
Bibliometrics:
Citation Count: 1
Downloads (6 Weeks): 3,   Downloads (12 Months): 39,   Downloads (Overall): 111

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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 ...
Keywords: fluid animation, sculpture, space-time editing

7 published by ACM
July 2016 ACM Transactions on Graphics (TOG): Volume 35 Issue 4, July 2016
Publisher: ACM
Bibliometrics:
Citation Count: 4
Downloads (6 Weeks): 8,   Downloads (12 Months): 91,   Downloads (Overall): 473

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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 "non-reflecting" boundary conditions, which dissipate out-going waves as they exit the simulation. Unfortunately, the state of the art in non-reflecting ...
Keywords: fluid simulation, non-reflecting boundaries, perfectly matched layers, re-simulation, stay noided

8 published by ACM
July 2016 ACM Transactions on Graphics (TOG): Volume 35 Issue 4, July 2016
Publisher: ACM
Bibliometrics:
Citation Count: 2
Downloads (6 Weeks): 14,   Downloads (12 Months): 96,   Downloads (Overall): 498

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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 ...
Keywords: boundary elements, brittle fracture, crack propagation

9 published by ACM
July 2016 ACM Transactions on Graphics (TOG): Volume 35 Issue 4, July 2016
Publisher: ACM
Bibliometrics:
Citation Count: 1
Downloads (6 Weeks): 5,   Downloads (12 Months): 121,   Downloads (Overall): 726

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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 ...
Keywords: boundary element method, helmholtz decomposition, liquids, surface tension

10
May 2016 EG '16: Proceedings of the 37th Annual Conference of the European Association for Computer Graphics
Publisher: Eurographics Association
Bibliometrics:
Citation Count: 0

The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical dissipation and provide important visual cues for events like complex splashes and small-scale features near the liquid surface. Unfortunately, FLIP simulations can be computationally expensive, because they require a dense sampling of particles to fill the ...

11
May 2016 EG '16: Proceedings of the 37th Annual Conference of the European Association for Computer Graphics
Publisher: Eurographics Association
Bibliometrics:
Citation Count: 0

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. ...

12 published by ACM
July 2015 ACM Transactions on Graphics (TOG): Volume 34 Issue 4, August 2015
Publisher: ACM
Bibliometrics:
Citation Count: 5
Downloads (6 Weeks): 11,   Downloads (12 Months): 80,   Downloads (Overall): 542

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We present a method for simulating brittle fracture under the assumptions of quasi-static linear elastic fracture mechanics (LEFM). Using the boundary element method (BEM) and Lagrangian crack-fronts, we produce highly detailed fracture surfaces. The computational cost of the BEM is alleviated by using a low-resolution mesh and interpolating the resulting ...
Keywords: boundary elements, brittle fracture, crack propagation

13 published by ACM
July 2015 ACM Transactions on Graphics (TOG): Volume 34 Issue 4, August 2015
Publisher: ACM
Bibliometrics:
Citation Count: 11
Downloads (6 Weeks): 9,   Downloads (12 Months): 80,   Downloads (Overall): 639

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This paper presents a liquid simulation technique that enforces the incompressibility condition using a stream function solve instead of a pressure projection. Previous methods have used stream function techniques for the simulation of detailed single-phase flows, but a formulation for liquid simulation has proved elusive in part due to the ...
Keywords: fluid, stream function, two-phase flow, vector potential

14 published by ACM
July 2015 ACM Transactions on Graphics (TOG): Volume 34 Issue 4, August 2015
Publisher: ACM
Bibliometrics:
Citation Count: 5
Downloads (6 Weeks): 4,   Downloads (12 Months): 31,   Downloads (Overall): 344

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Simulating the delightful dynamics of soap films, bubbles, and foams has traditionally required the use of a fully three-dimensional many-phase Navier-Stokes solver, even though their visual appearance is completely dominated by the thin liquid surface. We depart from earlier work on soap bubbles and foams by noting that their dynamics ...
Keywords: circulation, fluids, non-manifold mesh, vortex sheet

15 published by ACM
May 2015 ACM Transactions on Graphics (TOG): Volume 34 Issue 3, April 2015
Publisher: ACM
Bibliometrics:
Citation Count: 5
Downloads (6 Weeks): 13,   Downloads (12 Months): 153,   Downloads (Overall): 990

Full text available: PDFPDF
We present an efficient wavefront tracking algorithm for animating bodies of water that interact with their environment. Our contributions include: a novel wavefront tracking technique that enables dispersion, refraction, reflection, and diffraction in the same simulation; a unique multivalued function interpolation method that enables our simulations to elegantly sidestep the ...
Keywords: Ocean simulation, computational fluid dynamics, liquid animation, wavefront tracking

16
May 2015 Computer Graphics Forum: Volume 34 Issue 2, May 2015
Publisher: The Eurographs Association & John Wiley & Sons, Ltd.
Bibliometrics:
Citation Count: 5

This work presents a method for efficiently simplifying the pressure projection step in a liquid simulation. We first devise a straightforward dimension reduction technique that dramatically reduces the cost of solving the pressure projection. Next, we introduce a novel change of basis that satisfies free-surface boundary conditions exactly, regardless of ...
Keywords: Categories and Subject Descriptors according to ACM CCS, I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Animation

17 published by ACM
July 2014 ACM Transactions on Graphics (TOG): Volume 33 Issue 4, July 2014
Publisher: ACM
Bibliometrics:
Citation Count: 14
Downloads (6 Weeks): 3,   Downloads (12 Months): 51,   Downloads (Overall): 706

Full text available: PDFPDF
We present a method for smoothly blending between existing liquid animations. We introduce a semi-automatic method for matching two existing liquid animations, which we use to create new fluid motion that plausibly interpolates the input. Our contributions include a new space-time non-rigid iterative closest point algorithm that incorporates user guidance, ...
Keywords: fluid simulation, non-rigid registration, shape blending

18 published by ACM
July 2013 ACM Transactions on Graphics (TOG): Volume 32 Issue 4, July 2013
Publisher: ACM
Bibliometrics:
Citation Count: 35
Downloads (6 Weeks): 4,   Downloads (12 Months): 70,   Downloads (Overall): 1,087

Full text available: PDFPDF
We introduce a new method for efficiently simulating liquid with extreme amounts of spatial adaptivity. Our method combines several key components to drastically speed up the simulation of large-scale fluid phenomena: We leverage an alternative Eulerian tetrahedral mesh discretization to significantly reduce the complexity of the pressure solve while increasing ...
Keywords: adaptivity, fluid simulation, tetrahedral discretization

19 published by ACM
July 2013 ACM Transactions on Graphics (TOG): Volume 32 Issue 4, July 2013
Publisher: ACM
Bibliometrics:
Citation Count: 12
Downloads (6 Weeks): 1,   Downloads (12 Months): 9,   Downloads (Overall): 651

Full text available: PDFPDF
Our work concerns the combination of an Eulerian liquid simulation with a high-resolution surface tracker (e.g. the level set method or a Lagrangian triangle mesh). The naive application of a high-resolution surface tracker to a low-resolution velocity field can produce many visually disturbing physical and topological artifacts that limit their ...
Keywords: level set method, liquid simulation, surface fairing, surface tracking, triangle mesh, vortex sheets

20 published by ACM
July 2013 ACM Transactions on Graphics (TOG): Volume 32 Issue 4, July 2013
Publisher: ACM
Bibliometrics:
Citation Count: 8
Downloads (6 Weeks): 3,   Downloads (12 Months): 12,   Downloads (Overall): 699

Full text available: PDFPDF
This paper presents a method for computing topology changes for triangle meshes in an interactive geometric modeling environment. Most triangle meshes in practice do not exhibit desirable geometric properties, so we develop a solution that is independent of standard assumptions and robust to geometric errors. Specifically, we provide the first ...
Keywords: 3d modeling, deformations, intersections, non-manifold geometry, sculpting, topology



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