Papers by Theodore Kim


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Dispersion Kernels for Water Wave Simulation

Jose Angel Canabal, David Miraut, Nils Thuerey, Theodore Kim, Javier Portilla, Miguel Otaduy
December 2016

We propose a method to simulate the rich, scale-dependent dynamics of water waves. Our method preserves the dispersion properties of real waves, yet it supports interactions with obstacles and is computationally efficient. Fundamentally, it computes wave accelerations by way of applying a dispersion kernel as a spatially variant filter, which ... more

Paper (PDF)


Eulerian Solid-Fluid Coupling

Yun Teng, David I.W. Levin, Theodore Kim
December 2016

We present a new method that achieves a two-way coupling between deformable solids and an incompressible fluid where the underlying geometric representation is entirely Eulerian. Using the recently developed Eulerian Solids approach [Levin et al. 2011], we are able to simulate multiple solids undergoing complex, frictional contact while simultaneously interacting ... more

Paper (PDF)


Compressing Fluid Subspaces

Aaron Demby-Jones, Pradeep Sen, Theodore Kim
May 2016

Subspace fluid simulations, also known as reduced-order simulations, can be extremely fast, but also require basis matrices that consume an enormous amount of memory. Motivated by the extreme sparsity of Laplacian eigenfunctions in the frequency domain, we design a frequency-space codec that is capable of compressing basis matrices by up ... more

Paper (PDF)


Subspace Condensation: Full Space Adaptivity for Subspace Deformations

Yun Teng, Mark Meyer, Tony DeRose, Theodore Kim
May 2015

Subspace deformable body simulations can be very fast, but can behave unrealistically when behaviors outside the prescribed subspace, such as novel external collisions, are encountered. We address this limitation by presenting a fast, flexible new method that allows full space computation to be activated in the neighborhood of novel events ... more

Paper (PDF)

Additional materials: [paper_0089.mov]

To appear in SIGGRAPH 2015.

Available as Pixar Technical Memo #15-03