Now showing items 6-25 of 25

    • CANVAS: Computer-Assisted Narrative Animation Synthesis 

      Kapadia, Mubbasir; Frey, Seth; Shoulson, Alexander; Sumner, Robert W.; Gross, Markus (The Eurographics Association, 2016)
      Despite the maturity in solutions for animating expressive virtual characters, innovations realizing the creative intent of story writers have yet to make the same strides. The key challenge is to provide an accessible, ...
    • Compressing Fluid Subspaces 

      Jones, Aaron Demby; Sen, Pradeep; Kim, Theodore (The Eurographics Association, 2016)
      Subspace fluid simulations, also known as reduced-order simulations, can be extremely fast, but also require basis matrices that consume an enormous amount of memory. Motivated by the extreme sparsity of Laplacian ...
    • Constrained Neighbor Lists for SPH-based Fluid Simulations 

      Winchenbach, Rene; Hochstetter, Hendrik; Kolb, Andreas (The Eurographics Association, 2016)
      In this paper we present a new approach to create neighbor lists with strict memory bounds for incompressible Smoothed Particle Hydrodynamics (SPH) simulations. Our proposed approach is based on a novel efficient ...
    • A Data-driven Model for Lane-changing in Traffic Simulation 

      Bi, Huikun; Mao, Tianlu; Wang, Zhaoqi; Deng, Zhigang (The Eurographics Association, 2016)
      In this paper, we propose a new data-driven model to simulate the process of lane-changing in traffic simulation. Specifically, we first extract the features from surrounding vehicles that are relevant to the lane-changing ...
    • Deployable 3D Linkages with Collision Avoidance 

      Zheng, Changxi; Sun, Timothy; Chen, Xiang (The Eurographics Association, 2016)
      We present a pipeline that allows ordinary users to create deployable scissor linkages in arbitrary 3D shapes, whose mechanisms are inspired by Hoberman's Sphere. From an arbitrary 3D model and a few user inputs, our method ...
    • Dynamic Group Behaviors for Interactive Crowd Simulation 

      He, Liang; Pan, Jia; Narang, Sahil; Manocha, Dinesh (The Eurographics Association, 2016)
      We present a new algorithm to simulate dynamic group behaviors for interactive multi-agent crowd simulation. Our approach is general and makes no assumption about the environment, shape, or size of the groups.We use the ...
    • Enriching SPH Simulation by Approximate Capillary Waves 

      Yang, Sheng; He, Xiaowei; Wang, Huamin; Li, Sheng; Wang, Guoping; Wu, Enhua; Zhou, Kun (The Eurographics Association, 2016)
      Capillary waves are di cult to simulate due to their fast traveling speed and high frequency. In this paper, we propose to approximate capillary wave e ects by surface compression waves under the SPH framework. To achieve ...
    • Hele-Shaw Flow Simulation with Interactive Control using Complex Barycentric Coordinates 

      Segall, Aviv; Vantzos, Orestis; Ben-Chen, Mirela (The Eurographics Association, 2016)
      Hele-Shaw flow describes the slow flow of a viscous liquid between two parallel plates separated by a small gap. In some configurations such a flow generates instabilities known as Saffman-Taylor fingers, which form intricate ...
    • Hierarchical hp-Adaptive Signed Distance Fields 

      Koschier, Dan; Deul, Crispin; Bender, Jan (The Eurographics Association, 2016)
      In this paper we propose a novel method to construct hierarchical hp-adaptive Signed Distance Fields (SDFs). We discretize the signed distance function of an input mesh using piecewise polynomials on an axis-aligned ...
    • Interactive Physically-Based Sound Design of 3D Model using Material Optimization 

      Yamamoto, Kazuhiko; Igarashi, Takeo (The Eurographics Association, 2016)
      Physically-based sound rendering enriches 3D animation. However, it is difficult to make an object with a given shape produce a specific sound using physically-based sound rendering because the user would need to define ...
    • Large-Scale Finite State Game Engines 

      Stanton, Matt; Geddert, Sascha; Blumer, Adrian; Hormis, Paul; Nealen, Andy; Cooper, Seth; Treuille, Adrien (The Eurographics Association, 2016)
      This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to ...
    • A Macroblock Optimization for Grid-based Nonlinear Elasticity 

      Mitchell, Nathan; Doescher, Michael; Sifakis, Eftychios (The Eurographics Association, 2016)
      We introduce a new numerical approach for the solution of grid-based discretizations of nonlinear elastic models. Our method targets the linearized system of equations within each iteration of the Newton method, and combines ...
    • Position and Orientation Based Cosserat Rods 

      Kugelstadt, Tassilo; Schömer, Elmar (The Eurographics Association, 2016)
      We present a novel method to simulate bending and torsion of elastic rods within the position-based dynamics (PBD) framework. The main challenge is that torsion effects of Cosserat rods are described in terms of material ...
    • Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching 

      Chentanez, Nuttapong; Müller, Matthias; Macklin, Miles (The Eurographics Association, 2016)
      Shape matching is a popular method for simulating deformable objects in real time as it is fast and stable at large time steps. Although shape matching can simulate large elastic deformation and ductile fracturing, until ...
    • Real-Time Sound Synthesis for Paper Material Based on Geometric Analysis 

      Schreck, Camille; Rohmer, Damien; James, Doug L.; Hahmann, Stefanie; Cani, Marie-Paule (The Eurographics Association, 2016)
      In this article, we present the first method to generate plausible sounds while animating crumpling virtual paper in real time. Our method handles shape-dependent friction and crumpling sounds which typically occur when ...
    • Repurposing Hand Animation for Interactive Applications 

      Bailey, Stephen W.; Watt, Martin; O'Brien, James F. (The Eurographics Association, 2016)
      In this paper we describe a method for automatically animating interactive characters based on an existing corpus of key-framed hand-animation. The method learns separate low-dimensional embeddings for subsets of the ...
    • SCA 2016: Frontmatter 

      Ladislav Kavan; Chris Wojtan (Eurographics Association, 2016)
    • Topology-Aware Neighborhoods for Point-Based Simulation and Reconstruction 

      Canezin, Florian; Guennebaud, Gaël; Barthe, Loïc (The Eurographics Association, 2016)
      Particle based simulations are widely used in computer graphics. In this field, several recent results have improved the simulation itself or improved the tension of the final fluid surface. In current particle based ...
    • Two-way Coupling of Fluids to Reduced Deformable Bodies 

      Lu, Wenlong; Jin, Ning; Fedkiw, Ronald P. (The Eurographics Association, 2016)
      We propose a fully monolithic two-way coupling framework that couples incompressible fluids to reduced deformable bodies. Notably, the resulting linear system matrix is both symmetric and positive-definite. Our method ...
    • Versatile Interactions at Interfaces for SPH-Based Simulations 

      Yang, Tao; Lin, Ming C.; Martin, Ralph R.; Chang, Jian; Hu, Shi-Min (The Eurographics Association, 2016)
      The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit ...