Now showing items 1-15 of 15

    • Accurate Simulation of Wound Healing and Skin Deformation 

      Feess, Stefan; Kurfiss, Kathrin; Fedkiw, Ronald P.; Michels, Dominik L. (The Eurographics Association, 2016)
      We devise a method for the accurate simulation of wound healing and skin deformation. This is based on adequate formulations modeling the underlying biological processes. Cell movements and proliferation are described by ...
    • Art-Directed Muscle Simulation for High-End Facial Animation 

      Cong, Matthew; Bhat, Kiran S.; Fedkiw, Ronald P. (The Eurographics Association, 2016)
      We propose a new framework for the simulation of facial muscle and flesh that so significantly improves the technique that it allows for immediate mainstream use of anatomically and biomechanically accurate muscle models ...
    • Asynchronous Implicit Backward Euler Integration 

      Zhao, Danyong; Li, Yijing; Barbic, Jernej (The Eurographics Association, 2016)
      In standard deformable object simulation in computer animation, all the mesh elements or vertices are timestepped synchronously, i.e., under the same timestep. Previous asynchronous methods have been largely limited to ...
    • Building and Animating User-Specific Volumetric Face Rigs 

      Ichim, Alexandru-Eugen; Kavan, Ladislav; Nimier-David, Merlin; Pauly, Mark (The Eurographics Association, 2016)
      Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 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 ...
    • 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 ...
    • 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 ...