Time and location Lecture: TR 1:30-3 Office hour: Levine 303 TR 3-4
General description This course is designed to explore selected topics in physics-based simulation of different materials and natural phenomena, with a focus on computer graphics applications. Simulating solids and fluids realistically and efficiently is essential in modern visual effects, animations and video games. Common examples of simulation include splashing liquids, clothing dynamics, hair dynamics, muscle and flesh motion, sand and snow dynamics, melting lava etc. Most of these visually astonishing results widely used in the entertainment industry necessitate a combination of knowledge in tensor calculus, numerical linear algebra, numerical partial differential equations, continuum mechanics and physics. One focus of this seminar is to work through these crucial math and physics components. Besides attending lectures and presenting research papers, students also gain hands on experience through a course project that aims at state-of-the-art simulation techniques.
Prerequisites Multivariable calculus and linear algebra; Matlab/C++ programming Recommended but not required Computer graphics, numerical methods, partial differential equation, continuum mechanics, experience with Houdini/Maya/3D-Max
Recommended Texts 1. Nonlinear Continuum Mechanics for Finite Element Analysis, by J. Bonet and R. Wood. 2. A First Course in Continuum Mechanics, by O. Gonzalez and A. Stuart. 3. Fluid simulation for computer graphics, by R. Bridson
Course project A material point method snow/sand simulator.