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Now showing items 31-40 of 61
A Peridynamic Perspective on Spring-Mass Fracture
(The Eurographics Association, 2014)
The application of spring-mass systems to the animation of brittle fracture is revisited. The motivation arises from the recent popularity of peridynamics in the computational physics community. Peridynamic systems can be ...
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 ...
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 ...
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 ...
Artistic Simulation of Curly Hair
(ACM SIGGRAPH / Eurographics Association, 2013)
Artistic simulation of hair presents many challenges - ranging from incorporating artistic control to dealing with extreme motions of characters. Additionally, in a production environment, the simulation needs to be fast ...
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 ...