Stefan Jeske

dblp:281/0883 · also Stefan Rhys Jeske · DBLP profile ↗
← Back
9ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0003-3920-7765ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 8 since 2021
YearPublicationVenuePosition
2026 Primal SPH Solver for Strongly Coupled Multiphase Simulations with High Density Ratios
abstract
Abstract In recent years, the Smoothed Particle Hydrodynamics (SPH) approach has been increasingly used for multiphase simulations involving interactions between diverse materials. A critical component of an SPH simulator is the pressure solver, which not only facilitates the simulation of compressible or incompressible fluids but also handles contact by preventing penetration between different materials. Currently, most SPH simulations in computer graphics employ implicit dual pressure solvers such as PBF, IISPH, or DFSPH. However, these solvers often exhibit instability when simulating high density ratios. Furthermore, they are difficult to strongly couple with many existing methods for non‐pressure forces, which typically utilize primal formulations. Consequently, pressure and non‐pressure solvers are often only weakly coupled, which can lead to stability issues. We present a novel implicit primal SPH pressure solver designed for multiphase simulations. Our method enables stable simulation of multiple interacting materials with large density ratios. We show that our solver robustly handles ratios of up to 1:1000 (e.g., air‐water interactions) which was not possible with previous implicit SPH pressure solvers. Moreover, we demonstrate how our solver allows for strong coupling with existing implicit simulation methods for viscosity, elasticity, and surface tension. Overall, our strong coupling significantly improves stability in complex multiphase simulations involving fluids, highly viscous materials, and deformable solids.
Jan Bender, Stefan Jeske, Timna Böttcher, Fabian Löschner
Comput. Graph. Forum2
2026 HYVE: Hybrid Vertex Encoder for Neural Distance Fields
abstract
Neural shape representation generally refers to representing 3D geometry using neural networks, e.g., computing a signed distance or occupancy value at a specific spatial position. In this paper we present a neural-network architecture suitable for accurate encoding of 3D shapes in a single forward pass. Our architecture is based on a multi-scale hybrid system incorporating graph-based and voxel-based components, as well as a continuously differentiable decoder. The hybrid system includes a novel way of voxelizing point-based features in neural networks by projecting the point "feature-field" onto a grid. This projection is insensitive to local point density, and we show that it can be used to obtain smoother and more detailed reconstructions, in particular when combined with oriented point clouds as input. Our architecture also requires only a single forward pass, instead of the latent-code optimization used in auto-decoder methods. Furthermore, our network is trained to solve the well-established eikonal equation and only requires knowledge of the zero-level set for training and inference. We additionally propose a modification to the aforementioned loss function for the case that surface normals are not well defined, e.g., in the context of non-watertight surfaces and non-manifold geometry. Overall, our method consistently outperforms other baselines on the surface reconstruction task across a wide variety of datasets, while being more computationally efficient and requiring fewer parameters.
Stefan Jeske, Jonathan Klein, Dominik L. Michels, Jan Bender
IEEE Trans. Vis. Comput. Graph.1
2025 Multiphysics Simulation Methods in Computer Graphics
abstract
Abstract Physics simulation is a cornerstone of many computer graphics applications, ranging from video games and virtual reality to visual effects and computational design. The number of techniques for physically‐based modeling and animation has thus skyrocketed over the past few decades, facilitating the simulation of a wide variety of materials and physical phenomena. This report captures the state‐of‐the‐art of multiphysics simulation for computer graphics applications. Although a lot of work has focused on simulating individual phenomena, here we put an emphasis on methods developed by the computer graphics community for simulating various physical phenomena and materials, as well as the interactions between them. These include combinations of discretization schemes, mathematical modeling frameworks, and coupling techniques. For the most commonly used methods we provide an overview of the state‐of‐the‐art and deliver valuable insights into the various approaches. A selection of software frameworks that offer out‐of‐the‐box multiphysics modeling capabilities is also presented. Finally, we touch on emerging trends in physics‐based animation that affect multiphysics simulation, including machine learning‐based methods which have become increasingly popular in recent years.
Daniel Holz, Stefan Jeske, Fabian Löschner, Jan Bender, Yin Yang 0002, Sheldon Andrews
Comput. Graph. Forum2
2025 Implicit Incompressible Porous Flow using SPH
abstract
We present a novel implicit porous flow solver using SPH, which maintains fluid incompressibility and is able to model a wide range of scenarios, driven by strongly coupled solid-fluid interaction forces. Many previous SPH porous flow methods reduce particle volumes as they transition across the solid-fluid interface, resulting in significant stability issues. We instead allow fluid and solid to overlap by deriving a new density estimation. This further allows us to extend SPH pressure solvers to take local porosity into account and results in strict enforcement of incompressibility. As a result, we can simulate porous flow using physically consistent pressure forces between fluid and solid. In contrast to previous SPH porous flow methods, which use explicit forces for internal fluid flow, we employ implicit non-pressure forces. These we solve as a linear system and strongly couple with fluid viscosity and solid elasticity. We capture the most common effects observed in porous flow, namely drag, buoyancy and capillary action due to adhesion. To achieve elastic behavior change based on local fluid saturation, such as bloating or softening, we propose an extension to the elasticity model. We demonstrate the efficacy of our model with various simulations that showcase the different aspects of porous flow behavior. To summarize, our system of strongly coupled non-pressure forces and enforced incompressibility across overlapping phases allows us to naturally model and stably simulate complex porous interactions.
Timna Böttcher, Lukas Westhofen 0002, Stefan Jeske, Jan Bender
ACM Trans. Graph.3
2024 Curved Three-Director Cosserat Shells with Strong Coupling
abstract
Abstract Continuum‐based shell models are an established approach for the simulation of thin deformables in computer graphics. However, existing research in physically‐based animation is mostly focused on shear‐rigid Kirchhoff‐Love shells. In this work we explore three‐director Cosserat (micropolar) shells which introduce additional rotational degrees of freedom. This microrotation field models transverse shearing and in‐plane drilling rotations. We propose an incremental potential formulation of the Cosserat shell dynamics which allows for strong coupling with frictional contact and other physical systems. We evaluate a corresponding finite element discretization for non‐planar shells using second‐order elements which alleviates shear‐locking and permits simulation of curved geometries. Our formulation and the discretization, in particular of the rotational degrees of freedom, is designed to integrate well with typical simulation approaches in physically‐based animation. While the discretization of the rotations requires some care, we demonstrate that they do not pose significant numerical challenges in Newton's method. In our experiments we also show that the codimensional shell model is consistent with the respective three‐dimensional model. We qualitatively compare our formulation with Kirchhoff‐Love shells and demonstrate intriguing use cases for the additional modes of control over dynamic deformations offered by the Cosserat model such as directly prescribing rotations or angular velocities and influencing the shell's curvature.
Fabian Löschner, José Antonio Fernández-Fernández, Stefan Jeske, Jan Bender
Comput. Graph. Forum3
2024 Strongly Coupled Simulation of Magnetic Rigid Bodies
abstract
Abstract We present a strongly coupled method for the robust simulation of linear magnetic rigid bodies. Our approach describes the magnetic effects as part of an incremental potential function. This potential is inserted into the reformulation of the equations of motion for rigid bodies as an optimization problem. For handling collision and friction, we lean on the Incremental Potential Contact (IPC) method. Furthermore, we provide a novel, hybrid explicit / implicit time integration scheme for the magnetic potential based on a distance criterion. This reduces the fill‐in of the energy Hessian in cases where the change in magnetic potential energy is small, leading to a simulation speedup without compromising the stability of the system. The resulting system yields a strongly coupled method for the robust simulation of magnetic effects. We showcase the robustness in theory by analyzing the behavior of the magnetic attraction against the contact resolution. Furthermore, we display stability in practice by simulating exceedingly strong and arbitrarily shaped magnets. The results are free of artifacts like bouncing for time step sizes larger than with the equivalent weakly coupled approach. Finally, we showcase the utility of our method in different scenarios with complex joints and numerous magnets.
Lukas Westhofen 0002, José Antonio Fernández-Fernández, Stefan Jeske, Jan Bender
Comput. Graph. Forum3
2024 Implicit Surface Tension for SPH Fluid Simulation
abstract
The numerical simulation of surface tension is an active area of research in many different fields of application and has been attempted using a wide range of methods. Our contribution is the derivation and implementation of an implicit cohesion force based approach for the simulation of surface tension effects using the Smoothed Particle Hydrodynamics (SPH) method. We define a continuous formulation inspired by the properties of surface tension at the molecular scale which is spatially discretized using SPH. An adapted variant of the linearized backward Euler method is used for time discretization, which we also strongly couple with an implicit viscosity model. Finally, we extend our formulation with adhesion forces for interfaces with rigid objects. Existing SPH approaches for surface tension in computer graphics are mostly based on explicit time integration, thereby lacking in stability for challenging settings. We compare our implicit surface tension method to these approaches and further evaluate our model on a wider variety of complex scenarios, showcasing its efficacy and versatility. Among others, these include but are not limited to simulations of a water crown, a dripping faucet, and a droplet toy.
Stefan Jeske, Lukas Westhofen 0002, Fabian Löschner, José Antonio Fernández-Fernández, Jan Bender
ACM Trans. Graph.1
2022 Fast Octree Neighborhood Search for SPH Simulations
abstract
We present a new octree-based neighborhood search method for SPH simulation. A speedup of up to 1.9x is observed in comparison to state-of-the-art methods which rely on uniform grids. While our method focuses on maximizing performance in fixed-radius SPH simulations, we show that it can also be used in scenarios where the particle support radius is not constant thanks to the adaptive nature of the octree acceleration structure. Neighborhood search methods typically consist of an acceleration structure that prunes the space of possible particle neighbor pairs, followed by direct distance comparisons between the remaining particle pairs. Previous works have focused on minimizing the number of comparisons. However, in an effort to minimize the actual computation time, we find that distance comparisons exhibit very high throughput on modern CPUs. By permitting more comparisons than strictly necessary, the time spent on preparing and searching the acceleration structure can be reduced, yielding a net positive speedup. The choice of an octree acceleration structure, instead of the uniform grid typically used in fixed-radius methods, ensures balanced computational tasks. This benefits both parallelism and provides consistently high computational intensity for the distance comparisons. We present a detailed account of high-level considerations that, together with low-level decisions, enable high throughput for performance-critical parts of the algorithm. Finally, we demonstrate the high performance of our algorithm on a number of large-scale fixed-radius SPH benchmarks and show in experiments with a support radius ratio up to 3 that our method is also effective in multi-resolution SPH simulations.
José Antonio Fernández-Fernández, Lukas Westhofen 0002, Fabian Löschner, Stefan Jeske, Andreas Longva, Jan Bender
ACM Trans. Graph.4
2020 Higher-Order Time Integration for Deformable Solids
abstract
Abstract Visually appealing and vivid simulations of deformable solids represent an important aspect of physically based computer animation. For the temporal discretization, it is customary in computer animation to use first‐order accurate integration methods, such as Backward Euler, due to their simplicity and robustness. Although there is notable research on second‐order methods, their use is not widespread. Many of these well‐known methods have significant drawbacks such as severe numerical damping or scene‐dependent time step restrictions to ensure stability. In this paper, we discuss the most relevant requirements on such methods in computer animation and motivate the interest beyond first‐order accuracy. Keeping these requirements in mind, we investigate several promising methods from the families of diagonally implicit Runge‐Kutta (DIRK) and Rosenbrock methods which currently do not appear to have considerable popularity in this field. We show that the usage of such methods improves the visual quality of physical animations. In addition, we demonstrate that they allow distinctly more control over damping at lower computational cost than classical methods. As part of our theoretical contribution, we review aspects of simulations that are often considered more intricate with higher‐order methods, such as contact handling. To this end, we derive an implicit linearized contact model based on a predictor‐corrector approach that leads to consistent behavior with higher‐order integrators as predictors. Our contact model is well suited for the simulation of stiff, nonlinear materials with the integration methods presented in this paper and more common methods such as Backward Euler alike.
Fabian Löschner, Andreas Longva, Stefan Jeske, Tassilo Kugelstadt, Jan Bender
Comput. Graph. Forum3