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Synthesizing Two-character Interactions by Merging Captured Interaction Samples with their Spacetime Relationships
(The Eurographics Association and Blackwell Publishing Ltd., 2013)
Existing synthesis methods for closely interacting virtual characters relied on user-specified constraints such as the reaching positions and the distance between body parts. In this paper, we present a novel method for ...
Interactive Rigging with Intuitive Tools
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Rigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. ...
Deformable Objects Collision Handling with Fast Convergence
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
We present a stable and efficient simulator for deformable objects with collisions and contacts. For stability, an optimization derived from the implicit time integrator is solved in each timestep under the inequality ...
Multi-layer Lattice Model for Real-Time Dynamic Character Deformation
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques ...
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 ...
TightCCD: Efficient and Robust Continuous Collision Detection using Tight Error Bounds
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
We present a realtime and reliable continuous collision detection (CCD) algorithm between triangulated models that exploits the floating point hardware capability of current CPUs and GPUs. Our formulation is based on ...
Incremental Deformation Subspace Reconstruction
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Recalculating the subspace basis of a deformable body is a mandatory procedure for subspace simulation, after the body gets modified by interactive applications. However, using linear modal analysis to calculate the basis ...
Few-shot Learning of Homogeneous Human Locomotion Styles
(The Eurographics Association and John Wiley & Sons Ltd., 2018)
Using neural networks for learning motion controllers from motion capture data is becoming popular due to the natural and smooth motions they can produce, the wide range of movements they can learn and their compactness ...
Reformulating Hyperelastic Materials with Peridynamic Modeling
(The Eurographics Association and John Wiley & Sons Ltd., 2018)
Peridynamics is a formulation of the classical elastic theory that is targeted at simulating deformable objects with discontinuities, especially fractures. Till now, there are few studies that have been focused on how to ...
A Multilevel SPH Solver with Unified Solid Boundary Handling
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
We propose a geometric multilevel solver for efficiently solving linear systems arising from particle-based methods. To apply this method to particle systems, we construct the hierarchy, establish the correspondence between ...