Now showing items 1-15 of 15

    • Neighboring-based Linear System for Dynamic Meshes 

      Serna, Sebastian Pena; Silva, Joao Goncalo Botica Ribeiro da; Stork, Andre; Marcos, Aderito Fernandes (The Eurographics Association, 2009)
      A linear system is a fundamental building block for several mesh-based computer graphics applications such as simulation, shape deformation, virtual surgery, and fluid/smoke animation, among others. Nevertheless, such a ...
    • Hair, Cloth and Soft Tissues: The Influence of Mechanical Properties on the Real-Time Dynamics of Deformable Objects 

      Magnenat-Thalmann, Nadia; Bonanni, Ugo; Volino, P.; Assassi, L. (The Eurographics Association, 2009)
      In spite of the impressive advancements achieved during the last years in the domain of interactive physically based simulation, the real-time animation of complex deformable objects still represents a challenge. In order ...
    • Simulating Almost Incompressible Deformable Objects 

      Diziol, Raphael; Bayer, Daniel; Bender, Jan (The Eurographics Association, 2009)
      We present a new method for simulating almost incompressible deformable objects. A tetrahedral model is used to represent and restore the volume during the simulation. A new constraint, which computes impulses in the ...
    • GPU Accelerated Tandem Traversal of Blocked Bounding Volume Hierarchy Collision Detection for Multibody Dynamics 

      Damkjær, Jesper; Erleben, Kenny (The Eurographics Association, 2009)
      The performance bottleneck of physics based animation is often the collision detection. It is well known by practitioners that the collision detection may consume more than half of the simulation time. In this work, we ...
    • An Application of Photo RealisticWater Surface Interaction Using Mixed Reality 

      Tawara, Takehiro; Ono, Kenji (The Eurographics Association, 2009)
      The Reality of Virtual Reality is affected by many research areas. Therefore, individual researches must be combined to achieve the extreme goal of Virtual Reality. In this paper, we present an application of the novel and ...
    • Nonsmooth Newton Method for Fischer Function Reformulation of Contact Force Problems for Interactive Rigid Body Simulation 

      Silcowitz, Morten; Niebe, Sarah; Erleben, Kenny (The Eurographics Association, 2009)
      In interactive physical simulation, contact forces are applied to prevent rigid bodies from penetrating each other. Accurate contact force determination is a computationally hard problem. Thus, in practice one trades ...
    • Design of Dynamical Stability Properties in Character Animation 

      Park, Aee-Ni; Mukovskiy, Albert; Slotine, Jean-Jacques E.; Giese, Martin A. (The Eurographics Association, 2009)
      Human movements and the collective behavior of interacting characters in crowds can be described by nonlinear dynamical systems. The design of stability properties of dynamical systems has been a core topic in control ...
    • Soil Deformation Models for Real-Time Simulation: A Hybrid Approach 

      Holz, Daniel; Beer, Thomas; Kuhlen, Torsten (The Eurographics Association, 2009)
      The simulation of soil deformation in real-time is a challenging task. Realizing the strengths and weaknesses of particle and mesh-based approaches we propose a hybrid model that combines both. Together with an adaptive ...
    • Optimized Impulse-Based Dynamic Simulation 

      Bayer, Daniel; Diziol, Raphael; Bender, Jan (The Eurographics Association, 2009)
      The impulse-based dynamic simulation is a recent method to compute physically based simulations. It supports the simulation of rigid-bodies and particles connected by all kinds of implicit constraints. In recent years the ...
    • A Sub-world Coupling Scheme for Haptic Rendering of Physically-based Rigid Bodies Simulation 

      Glondu, Loeiz; Marchal, Maud; Dumont, Georges (The Eurographics Association, 2009)
      In the virtual reality context, the use of haptic rendering as an additional sensory modality significantly improves the degree of realism of virtual worlds. The physical realism of the interaction between the user and the ...
    • Real-time Interactive Simulation of Smoke Using Discrete Integrable Vortex Filaments 

      Weißmann, Steffen; Pinkall, Ulrich (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 ...
    • Interactive Inverse Kinematics for Human Motion Estimation 

      Engell-Nørregård, Morten; Hauberg, Søren; Lapuyade, Jerome; Erleben, Kenny; Pedersen, Kim Steenstrup (The Eurographics Association, 2009)
      We present an application of a fast interactive inverse kinematics method as a dimensionality reduction for monocular human motion estimation. The inverse kinematics solver deals efficiently and robustly with box constraints ...
    • Smoke Simulation for Fire Engineering using a Multigrid Method on Graphics Hardware 

      Glimberg, Stefan L.; Erleben, Kenny; Bennetsen, Jens C. (The Eurographics Association, 2009)
      We present a GPU-based Computational Fluid Dynamics solver for the purpose of fire engineering. We apply a multigrid method to the Jacobi solver when solving the Poisson pressure equation, supporting internal boundaries. ...
    • Friction Handling for Penalty-Based Methods 

      Lazarevych, Olexiy; Spillmann, Jonas; Renner, Christoph; Szekely, Gabor; Harders, Matthias (The Eurographics Association, 2009)
      In order to handle collisions between interacting deformable objects, the penalty method is widely employed since it is simple to implement and computationally inexpensive. In this paper a novel penalty method for handling ...
    • Space Foosball: Coupling Tangible Interfaces with a Real-time Game Physics Engine 

      Bang, Hyunwoo; Heo, Yunsil; Kim, Jinwook; Kim, Young J. (The Eurographics Association, 2009)
      In this paper, we address the problem of designing and implementing low-cost yet effective user interfaces for interactive computer games that heavily use physically-based animation. Due to the nature of a physics-driven ...