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Actual Morphing: A Physical-Based Approach for Blending Two 2D/3D Shapes
(The Eurographics Association, 2004)
When two topologically identical shapes are blended, various possible transformation paths exist from the source shape to the target shape. Which one is the most plausible? Here we propose that the transformation process ...
Realistic Real-Time Hair Simulation and Rendering
(The Eurographics Association, 2005)
We present a method for realistic rendering and simulation of human hair in real-time, which is suitable for the use in complex virtual reality applications. Neighbouring hairs are combined into wisps and animated with our ...
A Rigid Transform Basis for Animation Compression and Level of Detail
(The Eurographics Association, 2005)
We present a scheme for achieving level of detail and compression for animation sequences with known constant connectivity. We suggest compression is useful to automatically create low levels of detail in animations which ...
Use and Re-use of Facial Motion CaptureData
(The Eurographics Association, 2003)
Motion capture (mocap) data is commonly used to recreate complex human motions in computer graphics. Markers are placed on an actor, and the captured movement of these markers allows us to animate computer-generated ...
Cartoon-Style Rendering of Motion from Video
(The Eurographics Association, 2003)
The contribution of this paper is a novel non-photorealistic rendering (NPR) system capable of rendering motion within a video sequence in artistic styles. A variety of cartoon-style motion cues may be inserted into a video ...
Statistical Simulation of Rigid Bodies
(ACM SIGGRAPH / Eurographics Association, 2009)
We describe a method for replacing certain stages of rigid body simulation with a statistically-based approximation. We begin by collecting statistical data regarding changes in linear and angular momentum for collisions ...
Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip
(The Eurographics Association, 2004)
Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of existing software implementations is still ...
Hardware-based Simulation and Collision Detection for Large Particle Systems
(The Eurographics Association, 2004)
Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly ...
A Point-based Method for Animating Incompressible Flow
(ACM SIGGRAPH / Eurographics Association, 2009)
In this paper, we present a point-based method for animating incompressible flow. The advection term is handled by moving the sample points through the flow in a Lagrangian fashion. However, unlike most previous approaches, ...
Real-Time Deformation and Fracture in a Game Environment
(ACM SIGGRAPH / Eurographics Association, 2009)
This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this ...