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Nghia Truong

dblp:219/8923 · DBLP profile ↗
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3ranked-venue papers
1as first author
2since 2021 · last 2022
0000-0003-0062-5505ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 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
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
collision handling
0.612022
Particle Merging-and-Splitting · IEEE Trans. Vis. Comput. Graph. 2022
Computer animation and physical simulation
deformable body simulation
0.612022
A general two-stage initialization for sag-free deformable simulations · ACM Trans. Graph. 2022
Computer animation and physical simulation
particle-based simulation
0.612022
Particle Merging-and-Splitting · IEEE Trans. Vis. Comput. Graph. 2022

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

solid-fluid coupling · 0.6parallel computation · 0.6merging and splitting · 0.6local nonlinear solve · 0.6global linear optimization · 0.6
YearPublicationVenuePosition
2022 A general two-stage initialization for sag-free deformable simulations
abstract
Initializing simulations of deformable objects involves setting the rest state of all internal forces at the rest shape of the object. However, often times the rest shape is not explicitly provided. In its absence, it is common to initialize by treating the given initial shape as the rest shape. This leads to sagging, the undesirable deformation under gravity as soon as the simulation begins. Prior solutions to sagging are limited to specific simulation systems and material models, most of them cannot handle frictional contact, and they require solving expensive global nonlinear optimization problems. We introduce a novel solution to the sagging problem that can be applied to a variety of simulation systems and materials. The key feature of our approach is that we avoid solving a global nonlinear optimization problem by performing the initialization in two stages. First, we use a global linear optimization for static equilibrium. Any nonlinearity of the material definition is handled in the local stage, which solves many small local problems efficiently and in parallel. Notably, our method can properly handle frictional contact orders of magnitude faster than prior work. We show that our approach can be applied to various simulation systems by presenting examples with mass-spring systems, cloth simulations, the finite element method, the material point method, and position-based dynamics.
Jerry Hsu, Nghia Truong, Cem Yuksel, Kui Wu 0003
ACM Trans. Graph.2
2022 Particle Merging-and-Splitting
abstract
Robustly handling collisions between individual particles in a large particle-based simulation has been a challenging problem. We introduce particle merging-and-splitting, a simple scheme for robustly handling collisions between particles that prevents inter-penetrations of separate objects without introducing numerical instabilities. This scheme merges colliding particles at the beginning of the time-step and then splits them at the end of the time-step. Thus, collisions last for the duration of a time-step, allowing neighboring particles of the colliding particles to influence each other. We show that our merging-and-splitting method is effective in robustly handling collisions and avoiding penetrations in particle-based simulations. We also show how our merging-and-splitting approach can be used for coupling different simulation systems using different and otherwise incompatible integrators. We present simulation tests involving complex solid-fluid interactions, including solid fractures generated by fluid interactions.
Nghia Truong, Cem Yuksel, Chakrit Watcharopas, Joshua A. Levine, Robert M. Kirby
IEEE Trans. Vis. Comput. Graph.1
2018 Fast Fluid Simulations with Sparse Volumes on the GPU
abstract
Abstract We introduce efficient, large scale fluid simulation on GPU hardware using the fluid‐implicit particle (FLIP) method over a sparse hierarchy of grids represented in NVIDIA® GVDB Voxels. Our approach handles tens of millions of particles within a virtually unbounded simulation domain. We describe novel techniques for parallel sparse grid hierarchy construction and fast incremental updates on the GPU for moving particles. In addition, our FLIP technique introduces sparse, work efficient parallel data gathering from particle to voxel, and a matrix‐free GPU‐based conjugate gradient solver optimized for sparse grids. Our results show that our method can achieve up to an order of magnitude faster simulations on the GPU as compared to FLIP simulations running on the CPU.
Kui Wu 0003, Nghia Truong, Cem Yuksel, Rama Hoetzlein
Comput. Graph. Forum2