Sheng Yang
Last modified: 2016/6/27
Sheng Yang

Publications





SCA paper Preview

Enriching SPH Simulation by Approximate Capillary Waves

Sheng Yang, Xiaowei He, Huamin Wang, Sheng Li, Guoping Wang, Enhua Wu, Kun Zhou
In Proceedings of the 15th ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA).




Projects





Wave Simulation

Capillary waves caused by surface tension is difficult to simulate due to numerical instability and dissipation issues. In this paper, we present an efficient and realistic way to produce them under the SPH framework. Our basic idea is to separate wave generation and propagation from SPH simulation as an independent process. To avoid our method from being affected by particle distribution, we use a wave density field to model wave propagation and we gener- ate the waves on liquid surfaces during the surface reconstruction process.This work is doing for a better result...



Simulation Engine

Physika is an open-source engine for physical simulation. It can be used in computer animations, movies and video games. I'm coding for the some basic library of maths and tools. And also I'm responsible for the implementation of Smoothed Particle Hydrodynamics method to simulation water or solid. The water simulation can be well simulated with our engine in real time. [GitHub]



Sand Simulation

Sand simulation is a very interesting filed in the graphics. It includes thousands of granular, it is very difficult to simulate.I realize the 2011 SCA paper [SPH Granular Flow with Friction and Cohesion] I'm intend to build a connection between wet particles by using a new conception: liquid-bridge, this project turn out to break off because of some reasons, but it is a very important experience for me to do research I will make the code to be open source later.



Signed Distance Field

Signed distance filed is represent the a space point's distance to the nearest object, it has a direction stand for the point inside or outside of the objects. SDF is often used in the solid simulation to represent the boundary of objects. I designed a method to calculate the uniform signed distance field in the GPU use CUDA, it speed up some application or steps in our research about simulation.The speed-up ration could be 10-20X.I will make the code to be open source later.

Ray Tracing

Ray Tracing is a very interesting technology of realistic rendering. I realize this method in GPU entirely, and I use the thrust(CUDA's template library) to do it, which make the code to be simple and elegant.