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Bezier Crust on Quad Subdivision Surface
(The Eurographics Association, 2013)
Subdivision surfaces have been widely used in computer graphics and can be classified into two categories, approximating and interpolatory. Representative approximating schemes are Catmull-Clark (quad) and Loop (triangular). ...
An Improved Friction Model for Cloth Simulation
(The Eurographics Association, 2013)
Friction is a complex phenomenon that resists tangential motion between two contacting objects. In computer graphics, existing cloth simulation methods have typically used a Coulomb model for friction, both static and ...
Connective Tissues Simulation on GPU
(The Eurographics Association, 2013)
Recent work in the field of medical simulation have led to real advances in the mechanical simulation of organs. However, it is important to notice that, despite the major role they may have in the interaction between ...
Non-rigid 3D Shape Retrieval via Sparse Representation
(The Eurographics Association, 2013)
Shape descriptor design is an important but challenging problem for non-rigid 3D shape retrieval. Recently, bagof- words based methods are widely used to integrate a model's local shape descriptors into a global histogram. ...
Initial Steps for the Coupling of JavaScript Physics Engines with X3DOM
(The Eurographics Association, 2013)
During the past years, first physics engines based on JavaScript have been developed for web applications. These are capable of displaying virtual scenes much more realistically. Thus, new application areas can be opened ...
Parallel Collision Detection in Constant Time
(The Eurographics Association, 2013)
We prove that the maximum number of intersecting pairs spheres between two sets of polydisperse sphere packings is linear in the worst case. This observation is the basis for a new collision detection algorithm. Our new ...
A Thin Shell Approach to the Registration of Implicit Surfaces
(The Eurographics Association, 2013)
Frequently, one aims at the co-registration of geometries described implicitly by images as level sets. This paper proposes a novel shape sensitive approach for the matching of such implicit surfaces. Motivated by physical ...
ELASTIFACE: Matching and Blending Textured Faces
(ACM, 2013)
In this paper we present ELASTIFACE, a simple and versatile method for establishing correspondence between textured face models, either for the construction of a blend-shape facial rig or for the exploration of new characters ...
A Tracking Approach for the Skeletonization of Tubular Parts of 3D Shapes
(The Eurographics Association, 2013)
In this paper we propose a new simple and efficient method to characterize shapes by segmenting their elongated parts and characterizing them with their centerlines. We call it Tubular Section Tracking, because it consists ...
Physics-based Human Neck Simulation
(The Eurographics Association, 2013)
In deformable character animation, the skin deformation of the neck is important to reproduce believable facial animation. The neck also plays an important role in supporting the head in balance while generating the ...