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Ethan James

dblp:441/1533 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0000-2135-6581ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
1 paper
Computer animation and physical simulation · 77% Rendering · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
1.012026
Mixwell: Sharp 2D Fluid Brushes for Progressive Physics-Based Mixing · ACM Trans. Graph. 2026
Rendering › GPU rendering
shader-based rendering
0.312026
Mixwell: Sharp 2D Fluid Brushes for Progressive Physics-Based Mixing · ACM Trans. Graph. 2026

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

reverse-drift functions · 1.0potential flow · 1.0kelvinlet regularization · 1.0
YearPublicationVenuePosition
2026 Mixwell: Sharp 2D Fluid Brushes for Progressive Physics-Based Mixing
abstract
We present Mixwell, a family of sharp 2D fluid brushes and GPU-accelerated analytical methods for progressive, resolution-independent physics-based mixing. Derived from idealized potential flow around a cylindrical tine, Mixwell includes a cusped, Kelvinlet-style regularized velocity brush that parsimoniously captures cylinder-fluid interactions. Building on Maxwell's 1869 drift formulation, we develop GPU-friendly evaluation strategies for particle drift in both infinite and finite strokes. For image-based workflows, we introduce cylindrical Reverse-Drift Functions (RDFs), displacement fields that encode tine insertion, motion, and removal. Like signed distance fields in geometric modeling, RDFs compose naturally and can be chained in shaders to model complex operations while avoiding intermediate texture blur. We also propose a periodicity-exploiting composition scheme for complex RDF patterns. All Mixwell operations are evaluated independently per sample, enabling truly progressive mixing and rendering without global solves, grids, or intermediate texture resampling. We demonstrate real-time GLSL and HLSL implementations and production integrations in Houdini (OpenCL, OSL), enabling progressive, arbitrary-resolution mixing and rendering with negligible numerical dissipation.
Doug L. James, Ethan James
ACM Trans. Graph.2