Xinxin Zhang 0002

dblp:68/1939-2 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2016
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 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
3 papers
Computer animation and physical simulation · 71% Geometric modeling and processing · 29%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational science and engineering · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
0.732016
Resolving fluid boundary layers with particle strength exchange and weak adaptivity · ACM Trans. Graph. 2016
Restoring the missing vorticity in advection-projection fluid solvers · ACM Trans. Graph. 2015
A PPPM fast summation method for fluids and beyond · ACM Trans. Graph. 2014
Computational science and engineering › numerical simulation › particle simulation
n-body simulation
0.212014
A PPPM fast summation method for fluids and beyond · ACM Trans. Graph. 2014
Geometric modeling and processing › surface reconstruction › implicit surface reconstruction
poisson surface reconstruction
0.212014
A PPPM fast summation method for fluids and beyond · ACM Trans. Graph. 2014
Geometric modeling and processing
surface reconstruction
0.212014
A PPPM fast summation method for fluids and beyond · ACM Trans. Graph. 2014
Computer animation and physical simulation › fluid simulation › particle-based fluid simulation
vortex particle method
0.212014
A PPPM fast summation method for fluids and beyond · ACM Trans. Graph. 2014

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

FLIP · 0.5multigrid solver · 0.4fast multipole method · 0.4PPPM · 0.4weak adaptivity · 0.2regional projection · 0.2particle strength exchange · 0.2semi-lagrangian method · 0.2multigrid v-cycle · 0.2IVOCK · 0.2
YearPublicationVenuePosition
2016 Resolving fluid boundary layers with particle strength exchange and weak adaptivity
abstract
Most fluid scenarios in graphics have a high Reynolds number, where viscosity is dominated by inertial effects, thus most solvers drop viscosity altogether: numerical damping from coarse grids is generally stronger than physical viscosity while resembling it in character. However, viscosity remains crucial near solid boundaries, in the boundary layer , to a large extent determining the look of the flow as a function of Reynolds number. Typical graphics simulations do not resolve boundary layer dynamics, so their look is determined mostly by numerical errors with the given grid size and time step, rather than physical parameters. We introduce two complementary techniques to capture boundary layer dynamics, bringing more physical control and predictability. We extend the FLIP particle-grid method with viscous particle strength exchange[Rivoalen and Huberson 2001] to better transfer momentum at solid boundaries, dubbed VFLIP. We also introduce Weakly Higher Resolution Regional Projection (WHIRP), a cheap and simple way to increase grid resolution where important by overlaying high resolution grids on the global coarse grid.
Xinxin Zhang 0002, Minchen Li, Rook Bridson
ACM Trans. Graph.1
2015 Restoring the missing vorticity in advection-projection fluid solvers
abstract
Most visual effects fluid solvers use a time-splitting approach where velocity is first advected in the flow, then projected to be incompressible with pressure. Even if a highly accurate advection scheme is used, the self-advection step typically transfers some kinetic energy from divergence-free modes into divergent modes, which are then projected out by pressure, losing energy noticeably for large time steps. Instead of taking smaller time steps or using significantly more complex time integration, we propose a new scheme called IVOCK (Integrated Vorticity of Convective Kinematics) which cheaply captures much of what is lost in self-advection by identifying it as a violation of the vorticity equation. We measure vorticity on the grid before and after advection, taking into account vortex stretching, and use a cheap multigrid V-cycle approximation to a vector potential whose curl will correct the vorticity error. IVOCK works independently of the advection scheme (we present examples with various semi-Lagrangian methods and FLIP), works independently of how boundary conditions are applied (it just corrects error in advection, leaving pressure etc. to take care of boundaries and other forces), and other solver parameters (we provide smoke, fire, and water examples). For 10 ~ 25% extra computation time per step much larger steps can be used, while producing detailed vorticial structures and convincing turbulence that are lost without correction.
Xinxin Zhang 0002, Rook Bridson, Chen Greif
ACM Trans. Graph.1
2014 A PPPM fast summation method for fluids and beyond
abstract
Solving the N -body problem, i.e. the Poisson problem with point sources, is a common task in graphics and simulation. The naive direct summation of the kernel function over all particles scales quadratically, rendering it too slow for large problems, while the optimal Fast Multipole Method has drastic implementation complexity and can sometimes carry too high an overhead to be practical. We present a new Particle-Particle Particle-Mesh (PPPM) algorithm which is fast, accurate, and easy to implement even in parallel on a GPU. We capture long-range interactions with a fast multigrid solver on a background grid with a novel boundary condition, while short-range interactions are calculated directly with a new error compensation to avoid error from the background grid. We demonstrate the power of PPPM with a new vortex particle smoke solver, which features a vortex segment-approach to the stretching term, potential flow to enforce no-stick solid boundaries on arbitrary moving solid boundaries, and a new mechanism for vortex shedding from boundary layers. Comparison against a simpler Vortex-in-Cell approach shows PPPM can produce significantly more detailed results with less computation. In addition, we use our PPPM solver for a Poisson surface reconstruction problem to show its potential as a general-purpose Poisson solver.
Xinxin Zhang 0002, Rook Bridson
ACM Trans. Graph.1