vriphys12

Eurographics DL Repository

vriphys12

 

Recent Submissions

  • Papadakis, Panagiotis; Pirri, Fiora (The Eurographics Association, 2012)
    Motion planning for robots operating on 3D rough terrain requires the synergy of various robotic capabilities, from sensing and perception to simulation, planning and prediction. In this paper, we focus on the higher level ...
  • Dyck, Eugen; Zell, Eduard; Kohsik, Agnes; Grewe, Philip; Winter, York; Piefke, Martina; Botsch, Mario (The Eurographics Association, 2012)
    We present the OCTAVIS system, a novel virtual reality platform developed for rehabilitation and training of patients with brain function disorders. To meet the special requirements of clinical studies, our system has been ...
  • Andrews, Sheldon; Kry, Paul G. (The Eurographics Association, 2012)
    We present a method for one-handed task based manipulation of objects. Our approach uses a mid-level multiphase approach to break the problem into three parts, providing an appropriate control strategy for each phase and ...
  • Harz, Markus T.; Georgii, Joachim; Wang, Lei; Schilling, Kathy; Peitgen, Heinz-Otto (The Eurographics Association, 2012)
    Breast surgery might benefit from image guidance, if position and extend of the disease could be visualized in the same breast deformation as the surgery is performed. Such visualizations, however, are challenging to obtain, ...
  • Golembiovský, Tomá¹; Duriez, Christian (The Eurographics Association, 2012)
    There is a strong need, in surgical simulations, for physically based deformable model of thin or hollow structures. The use of shell theory allows to have a well-founded formulation resulting from continuum mechanics of ...
  • Karim, Ahmad Abdul; Meyer, Alexandre; Gaudin, Thibaut; Buendia, Axel; Bouakaz, Saida (The Eurographics Association, 2012)
    We propose a pseudo-physics system and a spine model that can be coupled to generate life-like locomotion animations of quadrupeds and reptiles. The pseudo-physics system uses minimalist particle-based physics and values ...
  • Kenwright, Ben (The Eurographics Association, 2012)
    This paper presents a novel method for generating balancing character poses by means of a weighted inverse kinematic constraint algorithm. The weighted constraints enable us to control the order of priority so that more ...
  • Durand, Marie; Raffin, Bruno; Faure, François (The Eurographics Association, 2012)
    Neighbor identification is the most computationally intensive step in particle based simulations. To contain its cost, a common approach consists in using a regular grid to sort particles according to the cell they belong ...
  • Mousas, Christos; Newbury, Paul (The Eurographics Association, 2012)
    In this paper, a work in progress approach of layered motion interpolation method for designing realistic animation sequences for multiple goal-directed tasks is presented. The proposed solution is based on the ability to ...
  • Akinci, Gizem; Akinci, Nadir; Ihmsen, Markus; Teschner, Matthias (The Eurographics Association, 2012)
    In this paper we present an efficient surface reconstruction pipeline for particle-based fluids such as smoothed particle hydrodynamics. After the scalar field computation and the marching cubes based triangulation, we ...
  • Ihmsen, Markus; Wahl, Arthur; Teschner, Matthias (The Eurographics Association, 2012)
    We present an efficient framework for simulating granular material with high visual detail. Our model solves the computationally and numerically critical forces on a coarsely sampled particle simulation. We incorporate a ...
  • Han, Dongsoo; Harada, Takahiro (The Eurographics Association, 2012)
    Hair can be a prominent feature of characters in real-time games. In this paper, we propose hair simulation with efficient preservation of various hair styles. Bending and twisting effects are crucial to simulate curly or ...
  • Müller, Matthias; Kim, Tae-Yong; Chentanez, Nuttapong (The Eurographics Association, 2012)
    In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not ...
  • Haouchine, Nazim; Dequidt, Jérémie; Kerrien, Erwan; Berger, Marie-Odile; Cotin, Stéphane (The Eurographics Association, 2012)
    This paper introduces an original method to perform augmented or mixed reality on deformable objects. Compared to state-of-the-art techniques, our method is able to track deformations of volumetric objects and not only ...
  • Bender, Jan; Deul, Crispin (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 ...
  • Jund, Thomas; Allaoui, Ali; Darles, Emmanuelle; Skapin, Xavier; Meseure, Philippe; Luciani, Annie (The Eurographics Association, 2012)
    Particle-based models produce various, flexible and optimized animations. Intrinsically, they are neither based on a boundary representation nor on volumetric objet meshed representations. Thus, they raise rendering issues ...
  • Faure, Xavier; Zara, Florence; Jaillet, Fabrice; Moreau, Jean-Michel (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 ...