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A p-Multigrid Algorithm using Cubic Finite Elements for Efficient Deformation Simulation
(The Eurographics Association, 2014)
We present a novel p-multigrid method for efficient simulation of co-rotational elasticity with higher-order finite elements. In contrast to other multigrid methods proposed for volumetric deformation, the resolution ...
Elasticity-based Clustering for Haptic Interaction with Heterogeneous Deformable Objects
(The Eurographics Association, 2017)
Physically-based simulation of heterogeneous objects remains computationally-demanding for many applications, especially when involving haptic interaction with virtual environments. In this paper, we introduce a novel ...
Automatic Garment Modeling From Front And Back Images
(The Eurographics Association, 2014)
We present a system which can automatically generate a realistic garment model from two images of an existing garment. Without the requirement of tailoring expertise and tedious operation, our method takes the front and ...
An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation
(The Eurographics Association, 2012)
The realistic and interactive simulation of deformable objects has become a challenge in Computer Graphics. In this paper, we propose a GPU implementation of the resolution of the mechanical equations, using a semi-implicit ...
A New Fast and Robust Collision Detection and Force Computation Algorithm Applied to the Physics Engine Bullet: Method, Integration, and Evaluation
(The Eurographics Association, 2014)
We present a collision detection and force computation algorithm based on the Voxelmap-Pointshell Algorithm which was integrated and evaluated in the physics engine Bullet. Our algorithm uses signed distance fields and ...
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 ...
Friction Sound Synthesis of Deformable Objects based on Adhesion Theory
(The Eurographics Association, 2016)
Friction sound is one of the closest sounds for us in any situations. Most of those sounds are created by Foley artists in computer animations. However, synthesizing sounds in all scenes need technical skills and take high ...
Real-time Hair Simulation with Efficient Hair Style Preservation
(The Eurographics Association, 2012)
Hair can be a prominent feature of characters in real-time games. In this paper, we propose hair simulation with efficient preservation of various hair styles. Bending and twisting effects are crucial to simulate curly or ...
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 ...
Fast Simulation of Inextensible Hair and Fur
(The Eurographics Association, 2012)
In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not ...