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Dan Gerszewski

dblp:21/8357 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorArtificial intelligence and machine learning · 1 · 1 first-author

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
2 papers
Computer animation and physical simulation · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › fluid simulation › eulerian-lagrangian simulation
FLIP method
0.212013
Physics-based animation of large-scale splashing liquids · ACM Trans. Graph. 2013
Computer animation and physical simulation
fluid simulation
0.212013
Physics-based animation of large-scale splashing liquids · ACM Trans. Graph. 2013
Computer animation and physical simulation
cloth simulation
0.112011
Physics-inspired upsampling for cloth simulation in games · ACM Trans. Graph. 2011

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

unilateral incompressibility · 0.2blurred boundaries · 0.2regularization · 0.1linear upsampling operator learning · 0.1harmonic test functions · 0.1
YearPublicationVenuePosition
2015 Basis enrichment and solid-fluid coupling for model-reduced fluid simulation
abstract
Abstract We present several enhancements to model‐reduced fluid simulation that allow improved simulation bases and two‐way solid–fluid coupling. Specifically, we present a basis enrichment scheme that allows us to combine data‐driven or artistically derived bases with more general analytic bases derived from Laplacian eigenfunctions. We handle two‐way solid–fluid coupling in a time‐splitting fashion—we alternately timestep the fluid and rigid body simulators, while taking into account the effects of the fluid on the rigid bodies and vice versa. We employ the vortex panel method to handle solid–fluid coupling and use dynamic pressure to compute the effect of the fluid on rigid bodies. Copyright © 2014 John Wiley & Sons, Ltd.
Dan Gerszewski, Ladislav Kavan, Peter-Pike J. Sloan, Adam W. Bargteil
Comput. Animat. Virtual Worlds1
2013 Enhancements to Model-reduced Fluid Simulation
abstract
We present several enhancements to model-reduced fluid simulation that allow improved simulation bases and two-way solid-fluid coupling. Specifically, we present a basis enrichment scheme that allows us to combine data driven or artistically derived bases with more general analytic bases derived from Laplacian Eigenfunctions. We handle two-way solid-fluid coupling in a time-splitting fashion---we alternately timestep the fluid and rigid body simulators, while taking into account the effects of the fluid on the rigid bodies and vice versa. We employ the vortex panel method to handle solid-fluid coupling and use dynamic pressure to compute the effect of the fluid on rigid bodies.
Dan Gerszewski, Ladislav Kavan, Peter-Pike J. Sloan, Adam W. Bargteil
MIG1
2013 Physics-based animation of large-scale splashing liquids
abstract
Fluid simulation has been one of the greatest successes of physics-based animation, generating hundreds of research papers and a great many special effects over the last fifteen years. However, the animation of large-scale, splashing liquids remains challenging. In this paper, we show that a novel combination of unilateral incompressibility, mass-full FLIP, and blurred boundaries is extremely well-suited to the animation of large-scale, violent, splashing liquids.
Dan Gerszewski, Adam W. Bargteil
ACM Trans. Graph.1
2011 Physics-inspired upsampling for cloth simulation in games
abstract
We propose a method for learning linear upsampling operators for physically-based cloth simulation, allowing us to enrich coarse meshes with mid-scale details in minimal time and memory budgets, as required in computer games. In contrast to classical subdivision schemes, our operators adapt to a specific context (e.g. a flag flapping in the wind or a skirt worn by a character), which allows them to achieve higher detail. Our method starts by pre-computing a pair of coarse and fine training simulations aligned with tracking constraints using harmonic test functions. Next, we train the upsampling operators with a new regularization method that enables us to learn mid-scale details without overfitting. We demonstrate generalizability to unseen conditions such as different wind velocities or novel character motions. Finally, we discuss how to re-introduce high frequency details not explainable by the coarse mesh alone using oscillatory modes .
Ladislav Kavan, Dan Gerszewski, Adam W. Bargteil, Peter-Pike J. Sloan
ACM Trans. Graph.2