Physically-based Simulation in Computer Graphics



Time and place

  • Thu 10:15-11:45, Room 00.151-113 (exclude vac) ICS


Over the past decades, computer graphics became a vital component of the entertainment industry. Whether in regards to video games, animation movies, or visual effects in live action productions, computer animation brings virtual worlds to life. Thereby, physically-based simulations are required to reach the necessary degree of realism. Based on differential equations and numerical methods to solve them, this lecture will cover a series of algorithms used to implement physically-based simulations. Among others, we are concerned with: - kinematics and dynamics of motion (generalized coordinates), - numerical time integration techniques (explicit and implicit time integration), - rigid bodies (simulation, collision detection and response), - deformable objects (mass-spring-systems, finite-elements and thin shells), - grid-based fluid simulation (fractional step method), - particle-based fluid simulation (smoothed particle hydrodynamics and viscosity), - hybrid fluid simulation (fluid implicit particle FLIP, liquid-air interfaces), - adding detail to smoke, fire (vorticity confinement, wavelet turbulence), - shallow water waves and oceans This practical course consists of lectures, programming exercises, and a group programming project. (automatisch geplant, erwartete Hörerzahl original: 30, fixe Veranstaltung: nein)

Additional information

Keywords: Computer Graphics, Simulation

Expected participants: 40

www: https://www.studon.fau.de/crs4029933.html