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Physically Based Computer Graphics Lab
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A lab that recreates natural phenomena in computer graphics through simulations based on the laws of physics.

AboutAbout the lab
Recreating natural phenomena in CG based on the laws of physics
The Physically Based Computer Graphics Lab studies how to recreate natural phenomena inside the computer through simulations based on the laws of physics.
The lab aims to apply the recreated phenomena to computer graphics animation, interactive applications, augmented reality, and more.
The subjects include fluids, hair, terrain, deformation and fracture of solids, and phase changes.
Student research topics include simulations of combustion, clouds, cloth, and food cooking.
Key terms
- Augmented reality
- Technology that overlays computer-generated information or imagery on a real-world view or video
- Plastic deformation
- Deformation that does not return to the original shape even after the applied force is removed
- Elastic body
- An object that deforms when force is applied and returns to its original shape when the force is removed, such as rubber
ResearchResearch themes
The lab recreates natural phenomena inside the computer through simulations based on the laws of physics, and aims to apply them to CG animation, interactive applications, and more. It targets a variety of phenomena, including fluids, hair, terrain, deformation and fracture of solids, and phase changes.
*Illustrative imageFluid simulation
The lab studies methods for recreating phenomena involving fluids such as water and air as CG through physical simulation. Its subjects include the interaction between soil and water, and how a wheat flour suspension gelatinizes when heated and changes in viscosity.
*Illustrative imageHair simulation
The lab uses physical simulation to recreate the movement of hair, which is essential to character animation. It also handles plastic deformation, such as perms and bed hair, as well as interaction with fluids.
*Illustrative imageGenerating natural terrain
This research automatically generates, through physical simulation, the natural terrain needed in games and simulations. The lab works on a method that creates coastal terrain by calculating erosion by waves and the deposition of sand.
*Illustrative imageDeformation and fracture of objects
The lab recreates phenomena such as the deformation of elastic bodies like rubber and elastoplastic bodies like clay, and the fracture of rigid bodies, through physical simulation. Its subjects include representations in which an object gradually cracks outward from the point where force is applied.
MembersFaculty
The members of the Physically Based Computer Graphics Lab consist of faculty and students in the doctoral, master's, and undergraduate programs.As of 2026
- Associate ProfessorMakoto Fujisawa
VoicesStudent voices
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Report an errorAbout the images
The top and research theme images are illustrative and were not taken at the lab. They are cropped from Wikimedia Commons images. Cropped CC BY-SA images are provided under the same CC BY-SA license as the original (version shown on each line).
- Top image: “Rendering techniques example, path tracing, high quality, Blender Cycles” KaiaVintr / CC BY-SA 4.0 (cropped)
- Fluid simulation: “CFD Shuttle” NASA / Public domain (cropped)
- Hair simulation: “Samuel De Wilde - Head of a Man with a Beard and Long Hair in the Wind - B - Yale Center for British Art” Samuel De Wilde / CC0 (cropped)
- Generating natural terrain: “Dune erosion, Holkham Bay - geograph.org.uk - 4057221” Hugh Venables / CC BY-SA 2.0 (cropped)
- Deformation and fracture of objects: “Hoop stress fracture failure” Bfblake321 / CC BY-SA 3.0 (cropped)
- Related lab (Graphic Design Lab): “Real-time and pre-rendered rendering comparison” Adamgmz / CC BY-SA 4.0 (cropped)
- Related lab (Digital Nature Development Research Center): “Sensorify Interactive Art Installation, 2023” Zafeirious / CC BY-SA 4.0 (cropped)
- Related lab (Interaction Lab): “Wiki Conference 2020 zoom meeting” Ssr / CC BY-SA 3.0 (cropped)
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