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Asynchronous Implicit Backward Euler Integration
(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 ...
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 ...
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 ...