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Implicit Incompressible SPH on the GPU
(The Eurographics Association, 2015)
This paper presents CUDA-based parallelization of implicit incompressible SPH (IISPH) on the GPU. Along with the detailed exposition of our implementation, we analyze various components involved for their costs. We show ...
Grid-Free Surface Tracking on the GPU
(The Eurographics Association, 2015)
We present the first mesh-based surface tracker that runs entirely on the GPU. The surface tracker is both completely grid-free and fast which makes it suitable for the use in a large, unbounded domain. The key idea for ...
Real-time Interactive Simulation of Smoke Using Discrete Integrable Vortex Filaments
(The Eurographics Association, 2009)
We present a fluid solver for the real-time interactive simulation of inviscid, ideal fluid flow. The simulation is based on the evolution of discrete vortex filaments, which allow a dramatic increase of detail and performance ...
Virtual Fitting Pipeline: Body Dimension Recognition, Cloth Modeling, and On-Body Simulation
(The Eurographics Association, 2014)
This paper describes a solution for 3D clothes simulation on human avatars. The proposed approach consists of three parts, the collection of anthropometric human body dimensions, cloths scanning, and the simulation on 3D ...
Continuous Collision Detection Between Points and Signed Distance Fields
(The Eurographics Association, 2014)
We present an algorithm for fast continuous collision detection between points and signed distance fields. Such robust queries are often needed in computer animation, haptics and virtual reality applications, but have so ...
Position Based Dynamics
(The Eurographics Association, 2006)
The most popular approaches for the simulation of dynamic systems in computer graphics are force based. Internal and external forces are accumulated from which accelerations are computed based on Newton's second law of ...
Real-Time Erosion Using Shallow Water Simulation
(The Eurographics Association, 2007)
We present a new real-time hydraulic erosion simulation for Computer Graphics. In our system water runs over the surface and disintegrates the underlying layer of soil. The grit is simulated as a fluid with higher viscosity ...
Multilevel Cloth Simulation using GPU Surface Sampling
(The Eurographics Association, 2013)
Today most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances ...
A p-Multigrid Algorithm using Cubic Finite Elements for Efficient Deformation Simulation
(The Eurographics Association, 2014)
We present a novel p-multigrid method for efficient simulation of co-rotational elasticity with higher-order finite elements. In contrast to other multigrid methods proposed for volumetric deformation, the resolution ...
Accurate Contact Modeling for Multi-rate Single-point Haptic Rendering of Static and Deformable Environments
(The Eurographics Association, 2015)
Common approaches for the haptic rendering of complex scenarios employ multi-rate simulation schemes. Here, the collision queries or the simulation of a complex deformable object are often performed asynchronously on a ...