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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 ...
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 ...
Elasticity-based Clustering for Haptic Interaction with Heterogeneous Deformable Objects
(The Eurographics Association, 2017)
Physically-based simulation of heterogeneous objects remains computationally-demanding for many applications, especially when involving haptic interaction with virtual environments. In this paper, we introduce a novel ...
An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation
(The Eurographics Association, 2012)
The realistic and interactive simulation of deformable objects has become a challenge in Computer Graphics. In this paper, we propose a GPU implementation of the resolution of the mechanical equations, using a semi-implicit ...
Efficient Cloth Simulation Using an Adaptive Finite Element Method
(The Eurographics Association, 2012)
In this paper we present an efficient adaptive cloth simulation based on the sqrt-3-refinement scheme. Our adaptive cloth model can handle arbitrary triangle meshes and is not restricted to regular grid meshes which are ...
Real-time Landscape-size Convective Clouds Simulation and Rendering
(The Eurographics Association, 2017)
This paper presents an efficient, physics-based procedural model for the real-time animation and visualization of cumulus clouds at landscape size. We couple a coarse Lagrangian model of air parcels with a procedural ...
Physically-Based Character Skinning
(The Eurographics Association, 2013)
In this paper we present a novel multi-layer model for physically-based character skinning. In contrast to geometric approaches which are commonly used in the field of character skinning, physically-based methods can ...
A New Force Model for Controllable Breaking Waves
(The Eurographics Association, 2015)
This paper presents a new method for controlling swells and breaking waves using fluid solvers. With conventional approaches that generate waves by pushing particles with oscillating planes, the resulting waves cannot be ...
Initial Steps for the Coupling of JavaScript Physics Engines with X3DOM
(The Eurographics Association, 2013)
During the past years, first physics engines based on JavaScript have been developed for web applications. These are capable of displaying virtual scenes much more realistically. Thus, new application areas can be opened ...