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Efficient Unsupervised Temporal Segmentation of Human Motion
(The Eurographics Association, 2014)
This work introduces an efficient method for fully automatic temporal segmentation of human motion sequences and similar time series. The method relies on a neighborhood graph to partition a given data sequence into distinct ...
Adaptive Tetrahedral Meshes for Brittle Fracture Simulation
(The Eurographics Association, 2014)
We present a method for the adaptive simulation of brittle fracture of solid objects based on a novel reversible tetrahedral mesh refinement scheme. The refinement scheme preserves the quality of the input mesh to a large ...
Optimization Integrator for Large Time Steps
(The Eurographics Association, 2014)
Practical time steps in today's state-of-the-art simulators typically rely on Newton's method to solve large systems of nonlinear equations. In practice, this works well for small time steps but is unreliable at large time ...
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 ...
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 ...
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 ...