Now showing items 1-15 of 15

    • 3D Sketch Recognition for Interaction in Virtual Environments 

      Rausch, Dominik; Assenmacher, Ingo; Kuhlen, Torsten (The Eurographics Association, 2010)
      We present a comprehensive 3D sketch recognition framework for interaction within Virtual Environments that allows to trigger commands by drawing symbols, which are recognized by a multi-level analysis. It proceeds in three ...
    • Accelerated Hierarchical Collision Detection for Simulation using CUDA 

      Jorgensen, Jimmy A.; Fugl, Andreas Rune; Petersen, Henrik Gordon (The Eurographics Association, 2010)
      In this article we present a GPU accelerated, hybrid, narrow phase collision detection algorithm for simulation purposes. The algorithm is based on hierarchical bounding volume tree structures of oriented bounding boxes ...
    • Asynchronous Preconditioners for Efficient Solving of Non-linear Deformations 

      Courtecuisse, Hadrien; Allard, Jérémie; Duriez, Christian; Cotin, Stéphane (The Eurographics Association, 2010)
      In this paper, we present a set of methods to improve numerical solvers, as used in real-time non-linear deformable models based on implicit integration schemes. The proposed approach is particularly beneficial to simulate ...
    • Boundary Handling and Adaptive Time-stepping for PCISPH 

      Ihmsen, Markus; Akinci, Nadir; Gissler, Marc; Teschner, Matthias (The Eurographics Association, 2010)
      We present a novel boundary handling scheme for incompressible fluids based on Smoothed Particle Hydrodynamics (SPH). In combination with the predictive-corrective incompressible SPH (PCISPH) method, the boundary handling ...
    • Edge Collision Detection in Complex Deformable Environments 

      Jund, Thomas; Cazier, David; Dufourd, Jean-François (The Eurographics Association, 2010)
      We present in this paper a simulation framework that allows a precise and efficient handling of collisions and contacts between deformable moving bodies and their environment. The moving bodies are sampled as meshes whose ...
    • A Geometry-Shader-Based Adaptive Mesh Refinement Scheme Using Semiuniform Quad/ Triangle Patches and Warping 

      Knuth, Martin; Kohlhammer, Jörn; Kuijper, Arjan (The Eurographics Association, 2010)
      In the field of garment simulation the resolution of the simulation mesh has a direct impact on visual quality. Unfortunately, an increase in mesh resolution introduces a much higher computational cost and potentially ...
    • GPU Accelerated Needle Insertion Simulation using Meshfree Methods 

      Shahingohar, Aria; deRibaupierre, Sandrine; Eagleson, Roy (The Eurographics Association, 2010)
      Needle insertion is a common practice used in many different medical procedures. Therefore, simulation of needle insertion is of great importance for multiple purposes such as training, planning and robotic assisted ...
    • Interactive Deformations with Multigrid Skeletal Constraints 

      Georgii, Joachim; Lagler, Daniel; Dick, Christian; Westermann, Rüdiger (The Eurographics Association, 2010)
      In this paper we present an interactive method for simulating deformable objects using skeletal constraints. We introduce a two-way coupling of a finite element model and a skeleton that is attached to this model. The ...
    • Interactive Simulation of a Continuum Mechanics based Torsional Thread 

      Larsson, Karl; Wallgren, Göran; Larson, Mats G. (The Eurographics Association, 2010)
      This paper introduces a continuum mechanics based thread model for use in real-time simulation. The model includes both rotary inertia, shear deformation and torsion. It is based on a three-dimensional beam model, using a ...
    • A Modular Physical-Simulation Methodology 

      Schanda, Florian; Willis, Philip (The Eurographics Association, 2010)
      Physical simulation is useful so that the behaviour of objects emerges from the actions performed on them. However, a simulation simulates only one thing: the mechanics of collision behaviour for example. Further physical ...
    • Normal and Friction Stabilization Techniques for Interactive Rigid Body Constraint-based Contact Force Computations 

      Silcowitz, Morten; Niebe, Sarah; Erleben, Kenny (The Eurographics Association, 2010)
      We present a novel, yet simple, method for stabilization of normal forces. A normal stabilization term, carefully designed from hypotheses about interactive usability, is added to the contact force problem. Further, we ...
    • Optimization-based Fluid Simulation on Unstructured Meshes 

      Misztal, Marek Krzysztof; Bridson, Robert; Erleben, Kenny; Bærentzen, Jakob Andreas; Anton, François (The Eurographics Association, 2010)
      We present a novel approach to fluid simulation, allowing us to take into account the surface energy in a precise manner. This new approach combines a novel, topology-adaptive approach to deformable interface tracking, ...
    • Simulating Human Collision Avoidance Using a Velocity-Based Approach 

      Karamouzas, Ioannis; Overmars, Mark (The Eurographics Association, 2010)
      We present a velocity-based model for realistic collision avoidance among virtual characters. Our approach is elaborated from existing experimental data and is based on the simple hypothesis that an individual tries to ...
    • Topology-based Physical Simulation 

      Meseure, Philippe; Darles, Emmanuelle; Skapin, Xavier (The Eurographics Association, 2010)
      This paper presents a framework to design mechanical models relying on a topological basis. Whereas naive topological models such as adjacency graphs provide low topological control, the use of efficient topological models ...
    • A Triangle Bending Constraint Model for Position-Based Dynamics 

      Kelager, Micky; Niebe, Sarah; Erleben, Kenny (The Eurographics Association, 2010)
      We present a novel bending model and constraint creation method for position-based dynamics. Our new bending model is introduced as an alternative to the current state-of-the-art dihedral bending model. Our model is motivated ...