Recent Submissions

  • A Real-time Implementation of the Dynamic Particle Coating Method on a GPU Architecture 

    Sillam, Kevin; Evrard, Matthieu; Luciani, Annie (The Eurographics Association, 2007)
    This paper deals with a real-time implementation on graphic processor of the dynamic particle coating method (DPCM) first proposed by [HL02] and founded on a mass-interaction formalism. When this method was proposed, it ...
  • Hardware Accelerated Broad Phase Collision Detection for Realtime Simulations 

    Woulfe, Muiris; Dingliana, John; Manzke, Michael (The Eurographics Association, 2007)
    Broad phase collision detection is a vital task in most interactive simulations, but it remains computationally expensive and is frequently an impediment to efficient implementation of realtime graphics applications. To ...
  • A Fast and Compact Solver for the Shallow Water Equations 

    Lee, Richard; O'Sullivan, Carol (The Eurographics Association, 2007)
    This paper presents a fast and simple method for solving the shallow water equations. The water velocity and height variables are collocated on a uniform grid and a novel, unified scheme is used to advect all quantities ...
  • Refraction of Water Surface Intersecting Objects in Interactive Environments 

    Cords, Hilko (The Eurographics Association, 2007)
    This paper presents a rapid method to render dynamic water surfaces with penetrating obstacles in real-time. Taking the surface boundary into account, our method allows the rendering of single reflections and single ...
  • Real-Time Erosion Using Shallow Water Simulation 

    Benes, Bedrich (The Eurographics Association, 2007)
    We present a new real-time hydraulic erosion simulation for Computer Graphics. In our system water runs over the surface and disintegrates the underlying layer of soil. The grit is simulated as a fluid with higher viscosity ...
  • Occlusion-Based Snow Accumulation Simulation 

    Foldes, David; Benes, Bedrich (The Eurographics Association, 2007)
    We present a fast technique for the simulation of accumulated snow. Our technique is based on two phenomena; local occlusion of small holes and ditches, and the global influence of a skylight. We use ambient occlusion to ...
  • A Physically Based Deformation Model for Interactive Cartoon Animation 

    Garcia, Marcos; Dingliana, John; O'Sullivan, Carol (The Eurographics Association, 2007)
    We present an approach for automatic cartoon-style motion dramatization suitable for interactive realtime animation. The system is built upon a physically based deformation model previously discussed in [GMPR06] and achieves ...
  • Constraint Sets for Topology-changing Finite Element Models 

    Gissler, Marc; Becker, Markus; Teschner, Matthias (The Eurographics Association, 2007)
    We propose constraint sets as an efficient data structure for topology-changing deformable tetrahedral meshes. Using constraint sets, data structure updates in case of topology changes are simple and efficient. The consistency ...
  • Virtual Adhesive: a Way to Handle Sticky Collisions in Surgical and Biological Simulators 

    Carra, Alexandre; Martiel, Jean-Louis; Promayon, Emmanuel (The Eurographics Association, 2007)
    A variety of methods have been proposed to efficiently process collisions between deformable objects. The method presented in this paper allows to model sticky states between deformable objects with triangulated surfaces. ...
  • Medial Surface-Based Real Time Simulation of Elastic Objects 

    Pfaff, Matthias; Wuethrich, Charles Albert (The Eurographics Association, 2007)
    This paper presents a method for the real time simulation of the dynamical behaviour of elastic objects which bases on the medial surface. From a surface based 3D model, the medial surface is generated automatically without ...