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Particle-based simulation of granular materials
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Source Symposium on Computer Animation archive
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation table of contents
Los Angeles, California
SESSION: Natural phenomena table of contents
Pages: 77 - 86  
Year of Publication: 2005
ISBN:1-7695-2270-X
Authors
Nathan Bell  University of Illinois at Urbana-Champaign
Yizhou Yu  University of Illinois at Urbana-Champaign
Peter J. Mucha  Georgia Institute of Technology
Sponsors
Eurographics: Eurographics Association
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

Granular materials, such as sand and grains, are ubiquitous. Simulating the 3D dynamic motion of such materials represents a challenging problem in graphics because of their unique physical properties. In this paper we present a simple and effective method for granular material simulation. By incorporating techniques from physical models, our approach describes granular phenomena more faithfully than previous methods. Granular material is represented by a large collection of non-spherical particles which may be in persistent contact. The particles represent discrete elements of the simulated material. One major advantage of using discrete elements is that the topology of particle interaction can evolve freely. As a result, highly dynamic phenomena, such as splashing and avalanches, can be conveniently generated by this meshless approach without sacrificing physical accuracy. We generalize this discrete model to rigid bodies by distributing particles over their surfaces. In this way, two-way coupling between granular materials and rigid bodies is achieved.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Nathan Bell: colleagues
Yizhou Yu: colleagues
Peter J. Mucha: colleagues