Matthias Müller

Orcid: 0000-0003-2442-3801

Affiliations:
  • NVIDIA Corporation
  • Massachusetts Institute of Technology, Computer Graphics Group, Cambridge, MA, USA
  • ETH Zurich, Computer Graphics Laboratory, Switzerland (PhD 1999)


According to our database1, Matthias Müller authored at least 71 papers between 2003 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

On csauthors.net:

Bibliography

2024
SimCS: Simulation for Domain Incremental Online Continual Segmentation.
Proceedings of the Thirty-Eighth AAAI Conference on Artificial Intelligence, 2024

2023
CLNeRF: Continual Learning Meets NeRF.
Proceedings of the IEEE/CVF International Conference on Computer Vision, 2023

2022
Physically Based Shape Matching.
Comput. Graph. Forum, December, 2022

Learning Physics with a Hierarchical Graph Network.
Comput. Graph. Forum, December, 2022

2021
A Constraint-based Formulation of Stable Neo-Hookean Materials.
Proceedings of the MIG '21: Motion, 2021

2020
Local Optimization for Robust Signed Distance Field Collision.
Proc. ACM Comput. Graph. Interact. Tech., 2020

Detailed Rigid Body Simulation with Extended Position Based Dynamics.
Comput. Graph. Forum, 2020

Primal/Dual Descent Methods for Dynamics.
Comput. Graph. Forum, 2020

Making Procedural Water Waves Boundary-aware.
Comput. Graph. Forum, 2020

Cloth and Skin Deformation with a Triangle Mesh Based Convolutional Neural Network.
Comput. Graph. Forum, 2020

2019
Non-smooth Newton Methods for Deformable Multi-body Dynamics.
ACM Trans. Graph., 2019

Small steps in physics simulation.
Proceedings of the 18th annual ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2019

2018
Water surface wavelets.
ACM Trans. Graph., 2018

Cable Joints.
Comput. Graph. Forum, 2018

Physics-based motion capture imitation with deep reinforcement learning.
Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games, 2018

2017
Large-scale interactive water simulation with directional waves.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

Long range constraints for rigid body simulations.
Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation, 2017

A Survey on Position Based Dynamics.
Proceedings of the 38th Annual Conference of the European Association for Computer Graphics, 2017

2016
GPU accelerated grid-free surface tracking.
Comput. Graph., 2016

Real-time simulation of large elasto-plastic deformation with shape matching.
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Zurich, 2016

Simulating visual geometry.
Proceedings of the 9th International Conference on Motion in Games, 2016

A robust method to extract the rotational part of deformations.
Proceedings of the 9th International Conference on Motion in Games, 2016

XPBD: position-based simulation of compliant constrained dynamics.
Proceedings of the 9th International Conference on Motion in Games, 2016

2015
Coupling 3D Eulerian, Heightfield and Particle Methods for Interactive Simulation of Large Scale Liquid Phenomena.
IEEE Trans. Vis. Comput. Graph., 2015

Air meshes for robust collision handling.
ACM Trans. Graph., 2015

Fast grid-free surface tracking.
ACM Trans. Graph., 2015

Grid-Free Surface Tracking on the GPU.
Proceedings of the Workshop on Virtual Reality Interaction and Physical Simulation, 2015

Position-Based Simulation Methods in Computer Graphics.
Proceedings of the 36th Annual Conference of the European Association for Computer Graphics, 2015

2014
Mass-Conserving Eulerian Liquid Simulation.
IEEE Trans. Vis. Comput. Graph., 2014

Unified particle physics for real-time applications.
ACM Trans. Graph., 2014

A Survey on Position-Based Simulation Methods in Computer Graphics.
Comput. Graph. Forum, 2014

Strain Based Dynamics.
Proceedings of the Eurographics / ACM SIGGRAPH Symposium on Computer Animation, 2014

2013
Real time dynamic fracture with volumetric approximate convex decompositions.
ACM Trans. Graph., 2013

Position based fluids.
ACM Trans. Graph., 2013

Massive destruction in real time.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2013

Position-based Methods for the Simulation of Solid Objects in Computer Graphics.
Proceedings of the 34th Annual Conference of the European Association for Computer Graphics, 2013

2012
A Multigrid Fluid Pressure Solver Handling Separating Solid Boundary Conditions.
IEEE Trans. Vis. Comput. Graph., 2012

Fast Simulation of Inextensible Hair and Fur.
Proceedings of the VRIPHYS 12: 9th Workshop on Virtual Reality Interactions and Physical Simulations, 2012

Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games.
Proceedings of the 2012 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 2012

2011
Solid simulation with oriented particles.
ACM Trans. Graph., 2011

Real-time Eulerian water simulation using a restricted tall cell grid.
ACM Trans. Graph., 2011

SPH Based Shallow Water Simulation.
Proceedings of the 8th Workshop on Virtual Reality Interactions and Physical Simulations, 2011

Adding Physics to Animated Characters with Oriented Particles.
Proceedings of the 8th Workshop on Virtual Reality Interactions and Physical Simulations, 2011

Liquid simulation with mesh-based surface tracking.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2011

Raging Rapids rides.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2011

A Multigrid Fluid Pressure SolverHandling Separating Solid Boundary Conditions.
Proceedings of the 2011 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 2011

2010
Wrinkle Meshes.
Proceedings of the 2010 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 2010

Real-time Simulation of Large Bodies of Water with Small Scale Details.
Proceedings of the 2010 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 2010

Computer Animation Complete - All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques.
Academic Press, ISBN: 978-0-12-375078-5, 2010

2008
Real time physics: class notes.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

2007
Position based dynamics.
J. Vis. Commun. Image Represent., 2007

Fluid simulation: SIGGRAPH 2007 course notesVideo files associated with this course are available from the citation page.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

Real-time simulations of bubbles and foam within a shallow water framework.
Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2007

Screen space meshes.
Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2007

Real-time BreakingWaves for Shallow Water Simulations.
Proceedings of the 15th Pacific Conference on Computer Graphics and Applications, 2007

2006
Physically Based Deformable Models in Computer Graphics.
Comput. Graph. Forum, 2006

Versatile Virtual Materials Using Implicit Connectivity.
Proceedings of the 3rd Symposium on Point Based Graphics, 2006

Fluid simulation: SIGGRAPH 2006 course notes Fedkiw and Muller-Fischer presenation videos are available from the citation page.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Interacting Deformable Objects.
Proceedings of the Human Motion, Understanding, Modelling, Capture, and Animation [Dagstuhl Seminar, 11.06., 2006

2005
Meshless deformations based on shape matching.
ACM Trans. Graph., 2005

Particle-based fluid-fluid interaction.
Proceedings of the 2005 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2005

2004
Interaction of fluids with deformable solids.
Comput. Animat. Virtual Worlds, 2004

Contact Handling for Deformable Point-Based Objects.
Proceedings of the 9th International Fall Workshop on Vision, Modeling, and Visualization, 2004

Consistent penetration depth estimation for deformable collision response.
Proceedings of the 9th International Fall Workshop on Vision, Modeling, and Visualization, 2004

Point based animation of elastic, plastic and melting objects.
Proceedings of the 2004 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2004

Interactive Virtual Materials.
Proceedings of the Graphics Interface 2004 Conference, 2004

A Versatile and Robust Model for Geometrically Complex Deformable Solids.
Proceedings of the 2004 Computer Graphics International (CGI 2004), 16-19 June 2004, 2004

Physically-Based Simulation of Objects Represented by Surface Meshes.
Proceedings of the 2004 Computer Graphics International (CGI 2004), 16-19 June 2004, 2004

2003
Optimized Spatial Hashing for Collision Detection of Deformable Objects.
Proceedings of the 8th International Fall Workshop on Vision, Modeling, and Visualization, 2003

Particle-based fluid simulation for interactive applications.
Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2003

Volumetric Meshes for Real-Time Medical Simulations.
Proceedings of the Bildverarbeitung für die Medizin 2003, Algorithmen - Systeme, 2003


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