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Control of Rotational Dynamics for Ground Behaviors
(ACM SIGGRAPH / Eurographics Association, 2013)
This paper proposes a physics-based framework to generate rolling behaviors with significant rotational components. The proposed technique is a general approach for guiding coordinated action that can be layered over ...
Relationship Descriptors for Interactive Motion Adaptation
(ACM SIGGRAPH / Eurographics Association, 2013)
This paper presents an interactive motion adaptation scheme for close interactions between skeletal characters and mesh structures, such as moving through restricted environments, and manipulating objects. This is achieved ...
Diverse Motion Variations for Physics-based Character Animation
(ACM SIGGRAPH / Eurographics Association, 2013)
We present an optimization framework for generating diverse variations of physics-based character motions. This allows for the automatic synthesis of rich variations in style for simulated jumps, flips, and walks. While ...
View-Dependent Control of Elastic Rod Simulation for 3D Character Animation
(ACM SIGGRAPH / Eurographics Association, 2013)
This paper presents view-dependent control of elastic rod simulation for 3D character animation. Elastic rod simulation is often used in character animation to generate motion of passively deforming body parts such as hair, ...
An Energy and Bandwidth Efficient Ray Tracing Architecture
(ACM, 2013)
We propose two hardware mechanisms to decrease energy consumption on massively parallel graphics processors for ray tracing while keeping performance high. First, we use a streaming data model and configure part of the L2 ...
Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
(ACM, 2013)
We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarchies (BVHs) for ray tracing. The algorithm is based on modifying an existing BVH to improve its quality, and executes in ...
SGRT: A Mobile GPU Architecture for Real-Time Ray Tracing
(ACM, 2013)
Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, real-time ray tracing has attracted considerable attention. Unfortunately, ray tracing in the current mobile ...
On Quality Metrics of Bounding Volume Hierarchies
(ACM, 2013)
The surface area heuristic (SAH) is widely used as a predictor for ray tracing performance, and as a heuristic to guide the construction of spatial acceleration structures. We investigate how well SAH actually predicts ray ...
Theory and Analysis of Higher-Order Motion Blur Rasterization
(ACM, 2013)
A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other ...
Real-time Local Displacement using Dynamic GPU Memory Management
(ACM, 2013)
We propose a novel method for local displacement events in large scenes, such as scratches, footsteps, or sculpting operations. Deformations are stored as displacements for vertices generated by hardware tessellation. ...