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Simon Schirm
Researcher at Nvidia
Publications - 11
Citations - 766
Simon Schirm is an academic researcher from Nvidia. The author has contributed to research in topics: Smoothed-particle hydrodynamics & Point cloud. The author has an hindex of 9, co-authored 11 publications receiving 740 citations. Previous affiliations of Simon Schirm include ETH Zurich.
Papers
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Journal ArticleDOI
Interaction of fluids with deformable solids
TL;DR: A method for simulating the interaction of fluids with deformable solids represented by polygonal meshes designed for the use in interactive systems such as virtual surgery simulators where the real‐time interplay of liquids and surrounding tissue is important.
Journal ArticleDOI
Interactive blood simulation for virtual surgery based on smoothed particle hydrodynamics
TL;DR: An interactive method based on Smoothed Particle Hydrodynamics to simulate blood as a fluid with free surfaces and makes mass conservation equations and convection terms dispensable which reduces the complexity of the simulation.
Proceedings ArticleDOI
Real-time Breaking Waves for Shallow Water Simulations
TL;DR: A new method for enhancing shallow water simulations by the effect of overturning waves is presented and a two-way coupling of rigid bodies with the fluid simulation is presented to enable interesting applications.
Patent
Method of generating surface defined by boundary of three-dimensional point cloud
TL;DR: In this article, a method of generating a 3D surface defined by a boundary of a point cloud is proposed, which comprises generating density and depth maps from the 3D point cloud, constructing a 2D mesh from the depth and density maps, transforming the 2D meshes into 3D meshes, and rendering 3D polygons defined by the rendered 3D mesh.
Proceedings ArticleDOI
Real-time simulations of bubbles and foam within a shallow water framework
TL;DR: A shallow water based particle model that is coupled with a smoothed particle hydrodynamics simulation to demonstrate that real-time simulations of bubble and foam effects are possible with high frame rates.