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Morten Bojsen-Hansen

dblp:117/6253 · DBLP profile ↗
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4ranked-venue papers
3as first author
1since 2021 · last 2022
0000-0002-4417-3224ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
4 papers
Computer animation and physical simulation · 81% Geometric modeling and processing · 13% Image and video processing · 6%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
1.032022
Physics-Based Combustion Simulation · ACM Trans. Graph. 2022
Generalized non-reflecting boundaries for fluid re-simulation · ACM Trans. Graph. 2016
Liquid surface tracking with error compensation · ACM Trans. Graph. 2013
Computer animation and physical simulation › natural phenomena simulation
combustion simulation
0.612022
Physics-Based Combustion Simulation · ACM Trans. Graph. 2022
Geometric modeling and processing › mesh processing › mesh smoothing
surface fairing
0.212013
Liquid surface tracking with error compensation · ACM Trans. Graph. 2013
Image and video processing › image registration
multiresolution registration
0.112012
Tracking surfaces with evolving topology · ACM Trans. Graph. 2012
Geometric modeling and processing › registration
non-rigid registration
0.112012
Tracking surfaces with evolving topology · ACM Trans. Graph. 2012
Computer animation and physical simulation › fluid simulation › free-surface flow
surface tracking
0.112012
Tracking surfaces with evolving topology · ACM Trans. Graph. 2012

Methods — techniques the papers use, named apart from their topics

thin flame model · 0.6semi-lagrangian time integration · 0.6multigrid solver · 0.6adaptive octree grid · 0.6perfectly matched layer · 0.2mean-flow boundary conditions · 0.2computational fluid dynamics · 0.2level set method · 0.2lagrangian triangle mesh · 0.2gradient descent · 0.2
YearPublicationVenuePosition
2022 Physics-Based Combustion Simulation
abstract
We propose a physics-based combustion simulation method for computer graphics that extends the mathematical models of previous efforts to automatically capture more realistic flames as well as temperature and soot distributions. Our method includes mathematical models for the thermodynamic properties of real-world fuels which enables, for example, the prediction of adiabatic flame temperatures. We couple this with a model of heat transfer that includes convection, conduction as well as both radiative cooling and heating. This facilitates among other things ignition at a distance without heating up the intermediate air. We model the combustion as infinitely fast chemistry and couple this with the thin flame model, spatially varying laminar burning velocities based on local species and empirical measurements, physically validated soot formation and oxidation as well as water vapor production and condensation. We implement this on adaptive octree-like grids with collocated state variables, a new SBDF2-derived semi-Lagrangian time integrator for velocity, and a multigrid scheme used for multiple solver components. In combination, these models enable us to simulate deflagration phenomena ranging from small scale premixed and diffusion flames to fireballs and subsonic explosions which we demonstrate by several examples. In addition, we validate several of the results based on reference footage and measurements and discuss the relation of prevalent heuristic techniques arising in visual effects production to some of the physics-based models we propose.
Michael Bang Nielsen, Morten Bojsen-Hansen, Konstantinos Stamatelos, Rook Bridson
ACM Trans. Graph.2
2016 Generalized non-reflecting boundaries for fluid re-simulation
abstract
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 boundary conditions (perfectly-matched layers, or PMLs) only permits trivially simple inflow/outflow conditions, so there is no reliable way to integrate a fluid simulation into a more complicated environment like a stormy ocean or a turbulent river. This paper introduces the first method for combining non-reflecting boundary conditions based on PMLs with inflow/outflow boundary conditions that vary arbitrarily throughout space and time. Our algorithm is a generalization of state-of-the-art mean-flow boundary conditions in the computational fluid dynamics literature, and it allows for seamless integration of a fluid simulation into much more complicated environments. Our method also opens the door for previously-unseen post-process effects like retroactively changing the location of solid obstacles, and locally increasing the visual detail of a pre-existing simulation.
Morten Bojsen-Hansen, Christopher Wojtan
ACM Trans. Graph.1
2013 Liquid surface tracking with error compensation
abstract
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 use in practice. We address these problems by defining an error function which compares the current state of the surface tracker to the set of physically valid surface states. By reducing this error with a gradient descent technique, we introduce a novel physics-based surface fairing method. Similarly, by treating this error function as a potential energy, we derive a new surface correction force that mimics the vortex sheet equations. We demonstrate our results with both level set and mesh-based surface trackers.
Morten Bojsen-Hansen, Christopher Wojtan
ACM Trans. Graph.1
2012 Tracking surfaces with evolving topology
abstract
We present a method for recovering a temporally coherent, deforming triangle mesh with arbitrarily changing topology from an incoherent sequence of static closed surfaces. We solve this problem using the surface geometry alone, without any prior information like surface templates or velocity fields. Our system combines a proven strategy for triangle mesh improvement, a robust multi-resolution non-rigid registration routine, and a reliable technique for changing surface mesh topology. We also introduce a novel topological constraint enforcement algorithm to ensure that the output and input always have similar topology. We apply our technique to a series of diverse input data from video reconstructions, physics simulations, and artistic morphs. The structured output of our algorithm allows us to efficiently track information like colors and displacement maps, recover velocity information, and solve PDEs on the mesh as a post process.
Morten Bojsen-Hansen, Hao Li 0015, Christopher Wojtan
ACM Trans. Graph.1