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Fast Random Sampling of Triangular Meshes
(The Eurographics Association, 2013)
We present a simple and fast algorithm for generating randomly distributed points on a triangle mesh with probability density specified by a two-dimensional texture. Efficiency is achieved by resampling the density texture ...
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 ...
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 ...
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 ...
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 ...
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 ...
Interactive Exploration of Polymer-Solvent Interactions
(The Eurographics Association, 2011)
The interaction of three-dimensional linked hydrophilic polymers with surrounding solvents in time-dependent data sets is of great interest for domain experts and current research in molecular dynamics. These polymers are ...
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 ...
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 ...