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    <title>Projects on Miles Macklin</title>
    <link>http://blog.mmacklin.com/project/</link>
    <description>Recent content in Projects on Miles Macklin</description>
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    <copyright>&amp;copy; 2019 Miles Macklin</copyright>
    <lastBuildDate>Tue, 13 May 2014 03:43:31 +0000</lastBuildDate><atom:link href="http://blog.mmacklin.com/project/index.xml" rel="self" type="application/rss+xml" />
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      <title>Position Based Fluids</title>
      <link>http://blog.mmacklin.com/project/pbf/</link>
      <pubDate>Tue, 13 May 2014 03:43:31 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/project/pbf/</guid>
      <description>Miles Macklin, Matthias Müller (to appear SIGGRAPH 2013)
Abstract In fluid simulation, enforcing incompressibility is crucial for realism; it is also computationally expensive. Recent work has improved efficiency, but still requires time-steps that are impractical for real-time applications. In this work we present an iterative density solver integrated into the Position Based Dynamics framework (PBD). By formulating and solving a set of positional constraints that enforce constant density, our method allows similar incompressibility and convergence to modern smoothed particle hydrodynamic (SPH) solvers, but inherits the stability of the geometric, position based dynamics method, allowing large time steps suitable for real-time applications.</description>
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      <title>Unified Particle Physics for Real-Time Applications</title>
      <link>http://blog.mmacklin.com/project/flex/</link>
      <pubDate>Tue, 13 May 2014 03:42:32 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/project/flex/</guid>
      <description>Miles Macklin, Matthias Müller, Nuttapong Chentanez, Tae-Yong Kim (to appear SIGGRAPH 2014)
Abstract  We present a unified dynamics framework for real-time visual effects. Using particles connected by constraints as our fundamental building block allows us to treat contact and collisions in a unified manner, and we show how this representation is flexible enough to model gases, liquids, deformable solids, rigid bodies and clothing with two-way interactions. We address some common problems with traditional particle based methods and describe a parallel constraint solver based on position based dynamics that is efficient enough for real-time applications.</description>
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