Now showing items 1-20 of 1399

    • MLS Pressure Extrapolation for the Boundary Handling in Divergence-Free SPH 

      Band, Stefan; Gissler, Christoph; Peer, Andreas; Teschner, Matthias (The Eurographics Association, 2018)
      We propose a novel method to predict pressure values at boundary particles in incompressible divergence-free SPH simulations (DFSPH). Our approach employs Moving Least Squares (MLS) to predict the pressure at boundary ...
    • Real-Time Virtual Pipes Simulation and Modeling for Small-Scale Shallow Water 

      Dagenais, Francois; Guzman, Julián; Vervondel, Valentin; Hay, Alexander; Delorme, Sébastien; Mould, David; Paquette, Eric (The Eurographics Association, 2018)
      We propose an approach for real-time shallow water simulation, building upon the virtual pipes model with multi-layered heightmaps. Our approach introduces the use of extended pipes which resolve flow through fully-flooded ...
    • Fast Quadrangular Mass-Spring Systems using Red-Black Ordering 

      Pall, Pontus; Nylén, Oskar; Fratarcangeli, Marco (The Eurographics Association, 2018)
      We introduce a practical iterative solver for mass-spring systems which can be trivially mapped to massively parallel architectures, in particular GPUs.We employ our solver for the interactive animation of virtual cloth ...
    • The Impact of Passive Head-Mounted Virtual Reality Devices on the Quality of EEG Signals 

      Cattan, Grégoire; Andreev, Anton; Mendoza, Cesar; Congedo, Marco (The Eurographics Association, 2018)
      Thanks to the low price, the use of a head-mounted device (HMD) equipped with a smartphone is currently a common set-up for virtual reality (VR). Brain-computer interface (BCI) based on electroencephalography (EEG) is a ...
    • Laplacian Damping for Projective Dynamics 

      Li, Jing; Liu, Tiantian; Kavan, Ladislav (The Eurographics Association, 2018)
      Damping is an important ingredient in physics-based simulation of deformable objects. Recent work introduced new fast simulation methods such as Position Based Dynamics and Projective Dynamics. Explicit velocity damping ...
    • Comparison of Mixed Linear Complementarity Problem Solvers for Multibody Simulations with Contact 

      Enzenhöfer, Andreas; Andrews, Sheldon; Teichmann, Marek; Kövecses, József (The Eurographics Association, 2018)
      The trade-off between accuracy and computational performance is one of the central conflicts in real-time multibody simulations, much of which can be attributed to the method used to solve the constrained multibody equations. ...
    • Quantitative Validation of Physically Based Deformable Models in Computer Graphics 

      Banks, Matthew K.; Hazel, Andrew L.; Riley, Graham D. (The Eurographics Association, 2018)
      This paper presents a novel software framework for quantitative validation of physically-based deformable models in computer graphics. In the majority of previous studies, validation is qualitative (through visual ...
    • VRIPHYS 2018: Frontmatter 

      Andrews, Sheldon; Erleben, Kenny; Jaillet, Fabrice; Zachmann, Gabriel (Eurographics Association, 2018)
    • Volumetric Muscle Controller 

      Lee, Seunghwan; Mitchell, Nathan; Aanjaneya, Mridul; Sifakis, Eftychios; Lee, Jehee (ACM, 2017)
      We describe a controller with a fully integrated musculoskeletal model actuated by more than a hundred muscles. Inspired by a QP-based control algorithm, we improved the algorithm to control the volumetric muscles directly. ...
    • Understanding Spatial Perception and Visual Modes in the Review of Architectural Designs 

      Usman, Muhammad; Haworth, Brandon; Berseth, Glen; Kapadia, Mubbasir; Faloutsos, Petros (ACM, 2017)
      We investigate how a person's perception of space in di erent visual modes relates to common computational spatial measures for environment designs. The three spatial measures, grounded in Space-Syntax analysis, are used ...
    • Regression-Based Locating Landmark on Dynamic Humans 

      Jang, Deok-Kyeong; Lee, Sung-Hee (ACM, 2017)
      We present a novel framework that consists of two-level regressors for finding correlations between human shapes and landmark positions in both body part and holistic scales. To this end, we first develop pose invariant ...
    • The Stretch-Engine: A Method for Adjusting the Exaggeration of Bipedal Characters Through Squash and Stretch 

      Ibrahim, Zaid H. (ACM, 2017)
      This paper describes a new method to control changes in a character's form during exaggeration, through squash and stretch (SS). The Stretch-Engine is the result of this method, designed to be integrated into an existing ...
    • Sketch-Based 3D Hair Posing by Contour Drawings 

      Seki, Shogo; Igarashi, Takeo (ACM, 2017)
      We propose a sketch-based method for posing a three-dimensional (3D) hair model that enables artists to create attractive hairstyles more easily and intuitively. The system takes partial contour drawings of a preferred ...
    • Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation 

      Weiss, Tomer; Litteneker, Alan; Jiang, Chenfanfu; Terzopoulos, Demetri (ACM, 2017)
      Exploiting the e ciency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed ...
    • Online Compression of Rigid Body Simulations using Physics-Inspired Interpolation 

      Jeruzalski, Timothy; Fiume, Eugene; Jacobson, Alec; Levin, David I.W. (ACM, 2017)
      Methods to compress simulation data are invaluable as they facilitate efficient transmission along the visual effects pipeline, fast and efficient replay of simulations for visualization and enable storage of scientific ...
    • Marionette Show Using Quadrotors 

      Kim, Yongsung; Choi, Myung Geol; Lee, Jehee (ACM, 2017)
      A marionett?e show is a play with the puppet controlled from above using wires by human. One ends of the wires are connected on di?erent joints of the marione?e, and the other ends are tied on a control stick. ?e marione?ist ...
    • Motion Retargeting to Preserve Spatial Relationship between Skinned Characters 

      Jin, Taeil; Kim, Meekyung; Lee, Sung-Hee (ACM, 2017)
      Applying motion capture data for multi-person interaction to virtual characters is challenging because one needs to preserve interaction semantics in addition to satisfying the general requirements for motion retargeting, ...
    • Human Grasping Interaction Capture and Analysis 

      Verider, Benjamin; Andrews, Sheldon; Kry, Paul G. (ACM, 2017)
      We design a system to capture, clean, and segment a high quality database of hand based grasping and manipulation. We capture interactions with a large collection of everyday objects. Optical marker-based motion capture ...
    • Coordinating Full-Body Interactions with the Environment 

      Juarez-Perez, Alain; Kallmann, Marcelo (ACM, 2017)
      We present a methodology for synthesizing coordinated full-body motions in order to achieve autonomous virtual characters capable of interacting with the environment while walking. Starting with a parameterized walking ...
    • Comparing Traditional Key Frame and Hybrid Animation 

      Ahlström, Eric; Holmqvist, Lucas; Goswami, Prashant (ACM, 2017)
      In this research the authors explore a hybrid approach which uses the basic concept of key frame animation together with procedural animation to reduce the number of key frames needed for an animation clip. The two approaches ...