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Garrett L. Jones

dblp:28/9924 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2

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
0.112011
Eulerian solid simulation with contact · ACM Trans. Graph. 2011
Computer animation and physical simulation › multibody dynamics simulation
constrained dynamics
0.112011
Large-scale dynamic simulation of highly constrained strands · ACM Trans. Graph. 2011
Computer animation and physical simulation › collision handling
contact resolution
0.112011
Eulerian solid simulation with contact · ACM Trans. Graph. 2011

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

reduced node · 0.1quadratic programming · 0.1eulerian node · 0.1constraint handling · 0.1GPU parallelization · 0.1
YearPublicationVenuePosition
2011 Eulerian solid simulation with contact
abstract
Simulating viscoelastic solids undergoing large, nonlinear deformations in close contact is challenging. In addition to inter-object contact, methods relying on Lagrangian discretizations must handle degenerate cases by explicitly remeshing or resampling the object. Eulerian methods, which discretize space itself, provide an interesting alternative due to the fixed nature of the discretization. In this paper we present a new Eulerian method for viscoelastic materials that features a collision detection and resolution scheme which does not require explicit surface tracking to achieve accurate collision response. Time-stepping with contact is performed by the efficient solution of large sparse quadratic programs; this avoids constraint sticking and other difficulties. Simulation and collision processing can share the same uniform grid, making the algorithm easy to parallelize. We demonstrate an implementation of all the steps of the algorithm on the GPU. The method is effective for simulation of complicated contact scenarios involving multiple highly deformable objects, and can directly simulate volumetric models obtained from medical imaging techniques such as CT and MRI.
David I. W. Levin, Joshua Litven, Garrett L. Jones, Shinjiro Sueda, Dinesh K. Pai
ACM Trans. Graph.3
2011 Large-scale dynamic simulation of highly constrained strands
abstract
A significant challenge in applications of computer animation is the simulation of ropes, cables, and other highly constrained strandlike physical curves. Such scenarios occur frequently, for instance, when a strand wraps around rigid bodies or passes through narrow sheaths. Purely Lagrangian methods designed for less constrained applications such as hair simulation suffer from difficulties in these important cases. To overcome this, we introduce a new framework that combines Lagrangian and Eulerian approaches. The two key contributions are the reduced node , whose degrees of freedom precisely match the constraint, and the Eulerian node , which allows constraint handling that is independent of the initial discretization of the strand. The resulting system generates robust, efficient, and accurate simulations of massively constrained systems of rigid bodies and strands.
Shinjiro Sueda, Garrett L. Jones, David I. W. Levin, Dinesh K. Pai
ACM Trans. Graph.2