Now showing items 21-40 of 56

    • Implicit Formulation for SPH-based Viscous Fluids 

      Takahashi, Tetsuya; Dobashi, Yoshinori; Fujishiro, Issei; Nishita, Tomoyuki; Lin, Ming C. (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We propose a stable and efficient particle-based method for simulating highly viscous fluids that can generate coiling and buckling phenomena and handle variable viscosity. In contrast to previous methods that use explicit ...
    • Improving Sampling-based Motion Control 

      Liu, Libin; Yin, KangKang; Guo, Baining (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We address several limitations of the sampling-based motion control method of Liu et at. [LYvdP 10]. The key insight is to learn from the past control reconstruction trials through sample distribution adaptation. Coupled ...
    • Individual Time Stepping for SPH Fluids 

      He, Liangliang; Ban, Xiaojuan; Liu, Xu; Wang, Xiaokun (The Eurographics Association, 2015)
      We present a novel adaptive stepping scheme for SPH fluids, in which particles have their own time-steps determined from local conditions, e.g. Courant condition. These individual time-steps are constrained for global ...
    • Introducing a Modular Concept for Exchanging Character Animation Approaches 

      Gaisbauer, Felix; Agethen, Philipp; Bär, Thomas; Rukzio, Enrico (The Eurographics Association, 2018)
      Nowadays, motion synthesis and character animation systems are used in different domains ranging from gaming to medicine and production industries. In recent years, there has been a vast progress in terms of realistic ...
    • Look me in the Eyes: A Survey of Eye and Gaze Animation for Virtual Agents and Artificial Systems 

      Ruhland, K.; Andrist, S.; Badler, J. B.; Peters, C. E.; Badler, N. I.; Gleicher, M.; Mutlu, B.; McDonnell, R. (The Eurographics Association, 2014)
      A person's emotions and state of mind are apparent in their face and eyes. As a Latin proverb states: ''The face is the portrait of the mind; the eyes, its informers.''. This presents a huge challenge for computer graphics ...
    • Modeling and Estimation of Energy-Based Hyperelastic Objects 

      Miguel, Eder; Miraut, David; Otaduy, Miguel A. (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      In this paper, we present a method to model hyperelasticity that is well suited for representing the nonlinearity of real-world objects, as well as for estimating it from deformation examples. Previous approaches suffer ...
    • Narrow Band FLIP for Liquid Simulations 

      Ferstl, Florian; Ando, Ryoichi; Wojtan, Chris; Westermann, Rüdiger; Thuerey, Nils (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical dissipation and provide important visual cues for events like complex splashes and small-scale features near the liquid ...
    • Neural Motion Compression with Frequency-adaptive Fourier Feature Network 

      Tojo, Kenji; Chen, Yifei; Umetani, Nobuyuki (The Eurographics Association, 2022)
      We present a neural-network-based compression method to alleviate the storage cost of motion capture data. Human motions such as locomotion, often consist of periodic movements. We leverage this periodicity by applying ...
    • A Novel Projection Technique with Detail Capture and Shape Correction for Smoke Simulation 

      Wu, Xiaoyue; Yang, Xubo; Yang, Yang (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      Smoke simulation on a large grid is quite time consuming and most of the computation time is spent on the projection step.We present a novel projection method which produces quite similar visual results as those produced ...
    • Perceptual Characteristics by Motion Style Category 

      Kim, Hye Ji; Lee, Sung-Hee (The Eurographics Association, 2019)
      Motion style is important as it characterizes a motion by expressing the context of the motion such as emotion and personality. Yet, the perception and interpretation of motion styles is subjective and may vary greatly ...
    • Physically-based Simulation of Cuts in Deformable Bodies: A Survey 

      Wu, Jun; Westermann, Rüdiger; Dick, Christian (The Eurographics Association, 2014)
      Virtual cutting of deformable bodies has been an important and active research topic in physically-based simulation for more than a decade. A particular challenge in virtual cutting is the robust and efficient incorporation ...
    • Position-based Methods for the Simulation of Solid Objects in Computer Graphics 

      Bender, Jan; Müller, Matthias; Otaduy, Miguel A.; Teschner, Matthias (The Eurographics Association, 2013)
      The dynamic simulation of solids has a long history in computer graphics. The classical methods in this field are based on the use of forces or impulses to simulate joints between rigid bodies as well as the stretching, ...
    • A Practical GPU-accelerated Method for the Simulation of Naval Objects on Irregular Waves 

      Bezgodov, Alexey; Karsakov, Andrey (The Eurographics Association, 2016)
      This paper introduce a new method for real-time simulation of naval objects (such as vessels, ships, buoys and lifejackets) with six degrees of freedom on irregular waves. Thus method is based on hydrodynamic and hydrostatic ...
    • A Practical Method for High-Resolution Embedded Liquid Surfaces 

      Goldade, Ryan; Batty, Christopher; Wojtan, Chris (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Combining high-resolution level set surface tracking with lower resolution physics is an inexpensive method for achieving highly detailed liquid animations. Unfortunately, the inherent resolution mismatch introduces several ...
    • A Preliminary Investigation into the Impact of Training for Example-Based Facial Blendshape Creation 

      Carrigan, Emma; Hoyet, Ludovic; McDonnell, Rachel; Avril, Quentin (The Eurographics Association, 2018)
      Our work is a perceptual study into the effects of training poses on the Example-Based Facial Rigging (EBFR) method. We analyse the output of EBFR given a set of training poses to see how well the results reproduced our ...
    • Presenting a Deep Motion Blending Approach for Simulating Natural Reach Motions 

      Gaisbauer, Felix; Froehlich, Philipp; Lehwald, Jannes; Agethen, Philipp; Rukzio, Enrico (The Eurographics Association, 2018)
      Motion blending and character animation systems are widely used in different domains such as gaming or simulation within production industries. Most of the established approaches are based on motion blending techniques. ...
    • A Probabilistic Motion Planning Algorithm for Realistic Walk Path Simulation 

      Agethen, Philipp; Neher, Thomas; Gaisbauer, Felix; Manns, Martin; Rukzio, Enrico (The Eurographics Association, 2018)
      This paper presents an approach that combines a hybrid A* path planner with a statistical motion graph to effectively generate a rich repertoire of walking trajectories. The motion graph is generated from a comprehensive ...
    • Programming Topological Operations for Visual Illustrations in an Introductory Geomorphology Course 

      Bezin, Richard; Crespin, Benoit; Skapin, Xavier; Meseure, Philippe; Terraz, Olivier (The Eurographics Association, 2014)
      In the context of teaching geomorphology phenomena, producing illustrations and animations can be a tedious process. We propose an experimental framework, dedicated to 3D erosion and sedimentation modeling written in C++, ...
    • Real-Time Subspace Integration for Example-Based Elastic Material 

      Zhang, Wenjing; Zheng, Jianmin; Thalmann, Nadia Magnenat (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Example-based material allows simulating complex material behaviors in an art-directed way. This paper presents a method for fast subspace integration for example-based elastic material, which is suitable for real-time ...
    • Reverse Skew-T - A Cloudmaking Tool for CG 

      McLoughlin, Leigh; Anderson, Eike Falk (The Eurographics Association, 2013)
      We present 'Reverse Skew-T', a tool that allows users to direct a physically inspired simulation of layered clouds. To achieve this, we extend existing models for cloud simulation and provide a graphical user interface for ...