Now showing items 1-8 of 8

    • An Efficient Surface Reconstruction Pipeline for Particle-Based Fluids 

      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 ...
    • Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles 

      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 ...
    • High-Resolution Simulation of Granular Material with SPH 

      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 ...
    • An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation 

      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 ...
    • OCTAVIS: An Easy-to-Use VR-System for Clinical Studies 

      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 ...
    • Real-time Hair Simulation with Efficient Hair Style Preservation 

      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 ...
    • Real-Time Motion Synthesis for Multiple Goal-Directed Tasks Using Motion Layers 

      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 ...
    • Synthesizing Balancing Character Motions 

      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 ...