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Real-Time Sound Synthesis for Paper Material Based on Geometric Analysis
(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 ...
Hierarchical hp-Adaptive Signed Distance Fields
(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
(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 ...
Versatile Interactions at Interfaces for SPH-Based Simulations
(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 ...
Art-Directed Muscle Simulation for High-End Facial Animation
(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 ...
Two-way Coupling of Fluids to Reduced Deformable Bodies
(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 ...
Building and Animating User-Specific Volumetric Face Rigs
(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 ...
Topology-Aware Neighborhoods for Point-Based Simulation and Reconstruction
(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 ...
Constrained Neighbor Lists for SPH-based Fluid Simulations
(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 ...
Accurate Simulation of Wound Healing and Skin Deformation
(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 ...