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Now showing items 11-20 of 27
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 ...
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 In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other ...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. ...
Modeling and Animating Myriapoda: A Real-Time Kinematic/Dynamic Approach
(ACM SIGGRAPH / Eurographics Association, 2013)
Unlike two, four, six, and eight legged animals, Myriapoda-i.e., centipedes, millipedes, etc.-have been largely overlooked in the computer graphics literature. We present an artificial life framework for modeling these ...
Multi-Domain Real-time Planning in Dynamic Environments
(ACM SIGGRAPH / Eurographics Association, 2013)
This paper presents a real-time planning framework for multicharacter navigation that enables the use of multiple heterogeneous problem domains of differing complexities for navigation in large, complex, dynamic virtual ...
SPREAD : Sound Propagation and Perception for Autonomous Agents in Dynamic Environments
(ACM SIGGRAPH / Eurographics Association, 2013)
The perception of sensory information and its impact on behavior is a fundamental component of being human. While visual perception is considered for navigation, collision, and behavior selection, the acoustic domain is ...