My lab, the
Computational Motion Group, studies
Physics-Based Animation, which integrates
computer graphics and
computational physics to address applications in visual computing, especially visual effects, animated films, and game development.
We often focus on the simulation of liquids and gases, but have
broad interests in physical simulation as a
tool for generating, controlling, and
predicting motion of all kinds. We strive to design
algorithms that are supported by sound physical,
mathematical, and geometric principles, while being
amenable to efficient and robust practical
implementation.
Topics we have explored include...
- interactions between fluids and diverse dynamic objects (e.g., hair, cloth, elastic bodies, rigid bodies)
- viscous flows, non-Newtonian liquids, and granular flows which exhibit intriguing behaviours like buckling, coiling, bouncing, and friction effects.
- surface tension-driven phenomena, including small-scale liquid droplets, bubbles, films, and
foams
- dynamic surface representations for evolving multimaterial flows and geometries (e.g., level set methods, triangle meshes, particles)
- solving PDEs using Monte Carlo techniques, boundary element methods, and spatially adaptive finite volume schemes (e.g., tetrahedral meshes, octrees).
- embedded methods for boundary conditions (cut-cell techniques, the closest point method) that enable solving PDEs in complex domains or on complex shapes
The computer animation and visual effects industries inspire
much of our work. My students and I have worked with
SideFX
Software and
Wētā Digital, among other companies. Ideas and techniques we originally developed have made their way into
major fluid animation software packages such as
SideFX's
Houdini (FLIP Fluid solver),
Blender (3rd party FlipFluids Addon),
JangaFX's LiquiGen, and
Autodesk
Maya (Bifröst Fluids), and thus have contributed to dozens
of movies from major studios.
The fundamental tools and techniques we develop have also influenced research in domains beyond visual computing. For example, our multimaterial surface representation "Los Topos" has been used by computational biologists in the simulation of
mechanics of embryos (in work published in Nature!) and as part of a method for
inverse 3D cell microscopy (i.e., differentiable rendering of biological cellular structures). Geophysicists have adapted our approach to viscous fluid modeling ("variational Stokes") for simulating convection in the Earth's mantle. Our variational / cut-cell approach to fluid-rigid-body coupling has been adapted for simulating
wave-structure interactions in coastal engineering applications, and enhanced by computational physicists for
higher order accuracy.
I maintain the
Physics-Based
Animation blog, which catalogues papers, people, and
software in this area.
I maintain a
list of computer graphics academics and researchers on Mastodon. Consider ditching corporate social media and joining us there instead. :-) No ads, a chronological feed, and no soulless billionaires making money off your attention.
I have collected a few links to pieces of
advice for students.
I wrote a little piece arguing that we (SIGGRAPH PC members) should try to
write better SIGGRAPH review summaries for authors.
I have occasionally been interviewed about the role of physics simulation in visual effects and computer animation. e.g., by the
American Physical Society and
Vice / Motherboard.
Code and Data:
Below you'll find miscellaneous sample code and data from some
of my projects; in other cases you can find the code for a
given publication on its associated project page (linked
above). Buyer beware, of course, but I'd love to hear from you
if you do put any of it to use!