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Now showing items 11-20 of 20
3D Mobility Learning and Regression of Articulated, Tracked Robotic Vehicles by Physics-based Optimization
(The Eurographics Association, 2012)
Motion planning for robots operating on 3D rough terrain requires the synergy of various robotic capabilities, from sensing and perception to simulation, planning and prediction. In this paper, we focus on the higher level ...
Bézier Shell Finite Element for Interactive Surgical Simulation
(The Eurographics Association, 2012)
There is a strong need, in surgical simulations, for physically based deformable model of thin or hollow structures. The use of shell theory allows to have a well-founded formulation resulting from continuum mechanics of ...
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 Augmented Reality for 3D Deformable Object
(The Eurographics Association, 2012)
This paper introduces an original method to perform augmented or mixed reality on deformable objects. Compared to state-of-the-art techniques, our method is able to track deformations of volumetric objects and not only ...
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 ...
Exploring the Use of Adaptively Restrained Particles for Graphics Simulations
(The Eurographics Association, 2013)
In this paper, we explore the use of Adaptively Restrained (AR) particles for graphics simulations. Contrary to previous methods, Adaptively Restrained Particle Simulations (ARPS) do not adapt time or space sampling, but ...
Synthesizing Balancing Character Motions
(The Eurographics Association, 2012)
This paper presents a novel method for generating balancing character poses by means of a weighted inverse kinematic constraint algorithm. The weighted constraints enable us to control the order of priority so that more ...
Incorporating Fiber Controls into FEM Model for Transversely Isotropic Materials
(The Eurographics Association, 2014)
Physically plausible deformable models based on continuum mechanics have been a hot topic in computer graphics for decades, and many models have been proposed to improve performance speed and stability. However, most of ...
Tridiagonal Matrix Formulation for Inextensible Hair Strand Simulation
(The Eurographics Association, 2013)
This paper proposes a method to simulate inextensible hair strands using tridiagonal matrix formulation in which distance constraints are formulated as a linear system. The proposed method avoids constructing a full matrix ...
Controlling the Shape and Motion of Plumes in Explosion Simulations
(The Eurographics Association, 2014)
We propose a fluid simulation method with controlling the shape and motion of rising fire and smoke, called plumes, in the incompressible phase of explosion phenomenon. With our method, plumes are generated based on physical ...