Search
Now showing items 1-4 of 4
Multilevel Cloth Simulation using GPU Surface Sampling
(The Eurographics Association, 2013)
Today most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances ...
Efficient Cloth Simulation Using an Adaptive Finite Element Method
(The Eurographics Association, 2012)
In this paper we present an efficient adaptive cloth simulation based on the sqrt-3-refinement scheme. Our adaptive cloth model can handle arbitrary triangle meshes and is not restricted to regular grid meshes which are ...
Physically-Based Character Skinning
(The Eurographics Association, 2013)
In this paper we present a novel multi-layer model for physically-based character skinning. In contrast to geometric approaches which are commonly used in the field of character skinning, physically-based methods can ...
Efficient Self-Shadowing Using Image-Based Lighting on Glossy Surfaces
(The Eurographics Association, 2014)
In this paper we present a novel natural illumination approach for real-time rasterization-based rendering with environment map-based high dynamic range lighting. Our approach allows to use all kinds of glossiness values ...