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    <title>Physics on Miles Macklin</title>
    <link>http://blog.mmacklin.com/tags/physics/</link>
    <description>Recent content in Physics on Miles Macklin</description>
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    <copyright>&amp;copy; 2019 Miles Macklin</copyright>
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      <title>New SIGGRAPH paper</title>
      <link>http://blog.mmacklin.com/2014/05/15/new-siggraph-paper/</link>
      <pubDate>Thu, 15 May 2014 00:28:00 +0000</pubDate>
      
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      <description>Just a quick note to say that the pre-print for our paper on particle physics for real-time applications is now available. Visit the project page for all the downloads, or check out the submission video below:

The paper contains most of the practical knowledge and insight about Position-Based Dynamics that I gained while developing Flex. In addition, it introduces a few new features such as implicit friction and smoke simulation.</description>
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    <item>
      <title>FLEX</title>
      <link>http://blog.mmacklin.com/2013/11/13/flex/</link>
      <pubDate>Wed, 13 Nov 2013 03:51:40 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2013/11/13/flex/</guid>
      <description>FLEX is the name of the new GPU physics solver I have been working on at NVIDIA. It was announced at the Montreal editor&#39;s day a few weeks ago, and today we have released some more information in the form of a video trailer and a Q&amp;amp;A with the PhysX fan site.
The solver builds on my Position Based Fluids work, but adds many new features such as granular materials, clothing, pressure constraints, lift + drag model, rigid bodies with plastic deformation, and more.</description>
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      <title>SIGGRAPH slides</title>
      <link>http://blog.mmacklin.com/2013/07/25/siggraph-slides/</link>
      <pubDate>Thu, 25 Jul 2013 18:08:59 +0000</pubDate>
      
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      <description>Slides for my SIGGRAPH presentation of Position Based Fluids are available here:
http://mmacklin.com/pbf_slides.pdf
During the presentation I showed videos of some more recent results including two-way coupling of fluids with clothing and rigid bodies. They&#39;re embedded below:




Overall it has been a great SIGGRAPH, I met tons of new people who provided lots of inspiration for new research ideas. Thanks!</description>
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    <item>
      <title>Position Based Fluids</title>
      <link>http://blog.mmacklin.com/2013/04/24/position-based-fluids/</link>
      <pubDate>Wed, 24 Apr 2013 06:33:12 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2013/04/24/position-based-fluids/</guid>
      <description>Position Based Fluids (PBF) is the title of our paper that has been accepted for presentation at SIGGRAPH 2013. I&#39;ve set up a project page where you can download the paper and all the related content here:
http://blog.mmacklin.com/publications
I have continued working on the technique since the submission, mainly improving the rendering, and adding features like spray and foam (based on the excellent paper from the University of Freiburg: Unified Spray, Foam and Bubbles for Particle-Based Fluids).</description>
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    <item>
      <title>2D FEM</title>
      <link>http://blog.mmacklin.com/2012/06/27/2d-fem/</link>
      <pubDate>Wed, 27 Jun 2012 10:40:40 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2012/06/27/2d-fem/</guid>
      <description>This post is about generating meshes for finite element simulations. I&#39;ll be covering other aspects of FEM based simulation in a later post, until then I recommend checking out Matthias Müller&#39;s very good introduction in the SIGGRAPH 2008 Real Time Physics course [1].
After spending the last few weeks reading, implementing and debugging meshing algorithms I have a new-found respect for people in this field. It is amazing how many ways meshes can &amp;quot;go wrong&amp;quot;, even the experts have it tough:</description>
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    <item>
      <title>Implicit Springs</title>
      <link>http://blog.mmacklin.com/2012/05/04/implicitsprings/</link>
      <pubDate>Fri, 04 May 2012 11:43:39 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2012/05/04/implicitsprings/</guid>
      <description>This is a quick post to document some work I did while writing a mass spring simulation using an implicit integrator. Implicit, or backward Euler integration is well described in David Baraff&#39;s Physically Based Modelling SIGGRAPH course and this post assumes some familiarity with it.
Springs are a workhorse in physical simulation, once you have unconditionally stable springs you can use them to model just about anything, from rigid bodies to drool and snot.</description>
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