Publications
Simulation Methods for Multiphysics Phenomena in Visual Computing
Physics simulation is a cornerstone of many computer graphics applications, ranging from video games and virtual reality to visual effects and computational design. The number of techniques for physically-based modeling and animation has thus skyrocketed over the past few decades, facilitating the simulation of a wide variety of materials and physical phenomena. These course notes provide an in-depth introduction to multiphysics simulation methods for computer graphics, covering the mathematical foundations, key algorithms, and practical considerations behind the most widely used approaches. We focus on methods developed by the computer graphics community for simulating various physical phenomena and materials -- including rigid and deformable bodies, fluids, and granular materials -- as well as the interactions between them. For each method, we present the underlying mathematical framework with detailed derivations and discuss how different materials and coupling strategies fit into the formulation. A selection of software frameworks that offer out-of-the-box multiphysics modeling capabilities is also presented. Finally, we touch on emerging trends in physics-based animation, including machine learning-based methods which have become increasingly popular in recent years.
@inproceedings{LJFB2026,
booktitle = {Eurographics 2026 - Tutorials},
title = {{Simulation Methods for Multiphysics Phenomena in Visual Computing}},
author = {Löschner, Fabian and Jeske, Stefan Rhys and Fernández-Fernández, José Antonio and Bender, Jan},
year = {2026},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
ISBN = {978-3-03868-267-7},
DOI = {10.2312/egt.20261002}
}
Progressively Projected Newton’s Method
Newton's Method is widely used to find the solution of complex non-linear simulation problems. To guarantee a descent direction, it is common practice to clamp the negative eigenvalues of each element Hessian prior to assembly — a strategy known as Projected Newton (PN) — but this perturbation often hinders convergence. In this work, we observe that projecting only a small subset of element Hessians is sufficient to secure a descent direction. Building on this insight, we introduce Progressively Projected Newton (PPN), a novel variant of Newton's Method that uses the current iterate's residual to cheaply determine the subset of element Hessians to project. The benefit is twofold: most eigendecompositions are avoided and the global Hessian remains closer to its original form, reducing the number of Newton iterations. We compare PPN with PN and Project-on-Demand Newton (PDN) in a comprehensive set of experiments covering contact-free and contact-rich deformables, co-dimensional and rigid-body simulations, and a range of time step sizes, tolerances and resolutions. PPN reduces the amount of element projections in dynamic simulations by one order of magnitude while simultaneously improving convergence, consistently being the fastest solver in our benchmark.
» Show BibTeX
@article{FLB2026,
title={Progressively Projected Newton's Method},
author={José Antonio Fernández-Fernández and Fabian Löschner and Jan Bender},
year = {2026},
journal = {Computer Graphics Forum (Eurographics)},
volume = {45},
number = {2}
}
HYVE: Hybrid Vertex Encoder for Neural Distance Fields
Neural shape representation generally refers to representing 3D geometry using neural networks, e.g., computing a signed distance or occupancy value at a specific spatial position. In this paper we present a neural-network architecture suitable for accurate encoding of 3D shapes in a single forward pass. Our architecture is based on a multi-scale hybrid system incorporating graph-based and voxel-based components, as well as a continuously differentiable decoder. The hybrid system includes a novel way of voxelizing point-based features in neural networks by projecting the point "feature-field" onto a grid. This projection is insensitive to local point density, and we show that it can be used to obtain smoother and more detailed reconstructions, in particular when combined with oriented point clouds as input. Our architecture also requires only a single forward pass, instead of the latent-code optimization used in auto-decoder methods. Furthermore, our network is trained to solve the well-established eikonal equation and only requires knowledge of the zero-level set for training and inference. We additionally propose a modification to the aforementioned loss function for the case that surface normals are not well defined, e.g., in the context of non-watertight surfaces and non-manifold geometry. Overall, our method consistently outperforms other baselines on the surface reconstruction task across a wide variety of datasets, while being more computationally efficient and requiring fewer parameters.
@article{jeskeHYVEHybridVertex2026,
title = {{{HYVE}}: {{Hybrid Vertex Encoder}} for {{Neural Distance Fields}}},
shorttitle = {{{HYVE}}},
author = {Jeske, Stefan R. and Klein, Jonathan and Michels, Dominik and Bender, Jan},
year = 2026,
journal = {IEEE Transactions on Visualization and Computer Graphics},
doi = {10.1109/TVCG.2026.3658870},
copyright = {https://ieeexplore.ieee.org/Xplorehelp/downloads/license-information/IEEE.html}
}
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