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Implicit Integration for Particle-based Simulation of Elasto-Plastic Solids
(The Eurographics Association and Blackwell Publishing Ltd., 2013)
We present a novel particle-based method for stable simulation of elasto-plastic materials. The main contribution of our method is an implicit numerical integrator, using a physically-based model, for computing particles ...
Efficient GPU Data Structures and Methods to Solve Sparse Linear Systems in Dynamics Applications
(The Eurographics Association and Blackwell Publishing Ltd., 2013)
We present graphics processing unit (GPU) data structures and algorithms to efficiently solve sparse linear systems that are typically required in simulations of multi-body systems and deformable bodies. Thereby, we introduce ...
Geometrically Exact Simulation of Inextensible Ribbon
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Narrow, inextensible, and naturally flat ribbons have some special and interesting phenomena under isometric deformations. Although a ribbon has a shape between rod and shell, directly applying the geometric representation ...
Animation Setup Transfer for 3D Characters
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
We present a general method for transferring skeletons and skinning weights between characters with distinct mesh topologies. Our pipeline takes as inputs a source character rig (consisting of a mesh, a transformation ...
Effect of Low-level Visual Details in Perception of Deformation
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
We quantitatively measure how different low-level visual details can influence people's perceived stiffness of a deformable sphere under physically based simulation. The result can be used to create a metric for artists ...
Optimising Perceived Distortion in Lossy Encoding of Dynamic Meshes
(The Eurographics Association and Blackwell Publishing Ltd., 2011)
Development of geometry data compression techniques in the past years has been limited by the lack of a metric with proven correlation with human perception of mesh distortion. Many algorithms have been proposed, but usually ...