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Continuous Collision Detection Between Points and Signed Distance Fields
(The Eurographics Association, 2014)
We present an algorithm for fast continuous collision detection between points and signed distance fields. Such robust queries are often needed in computer animation, haptics and virtual reality applications, but have so ...
Towards the Creation of Digital Stones from 2D Samples
(The Eurographics Association, 2014)
In order to decide which preservation strategies one should follow for Cultural Heritage objects made of stone, it is necessary to estimate the impact of different alternative strategies. A useful aid in such a process is ...
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 ...
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). ...
Fine-Scale Editing of Continuous Volumes using Adaptive Surfaces
(The Eurographics Association, 2013)
Many fields of science such as astronomy and astrophysics require the visualization and editing of smooth, continuous volume data. However, current high-level approaches to volume editing concentrate on segmentable volume ...
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 ...
Simulation of Water Condensation based on a Thermodynamic Approach
(The Eurographics Association, 2015)
We introduce a novel approach for physically based simulation of water drops on surfaces considering the thermodynamical laws like mixing temperature, specific heat capacity, water vapor, saturation, and additional material ...
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 ...
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 ...