Now showing items 6-17 of 17

    • Fast Simulation of Inextensible Hair and Fur 

      Müller, Matthias; Kim, Tae-Yong; Chentanez, Nuttapong (The Eurographics Association, 2012)
      In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not ...
    • Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles 

      Karim, Ahmad Abdul; Meyer, Alexandre; Gaudin, Thibaut; Buendia, Axel; Bouakaz, Saida (The Eurographics Association, 2012)
      We propose a pseudo-physics system and a spine model that can be coupled to generate life-like locomotion animations of quadrupeds and reptiles. The pseudo-physics system uses minimalist particle-based physics and values ...
    • High-Resolution Simulation of Granular Material with SPH 

      Ihmsen, Markus; Wahl, Arthur; Teschner, Matthias (The Eurographics Association, 2012)
      We present an efficient framework for simulating granular material with high visual detail. Our model solves the computationally and numerically critical forces on a coarsely sampled particle simulation. We incorporate a ...
    • An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation 

      Faure, Xavier; Zara, Florence; Jaillet, Fabrice; Moreau, Jean-Michel (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 ...
    • Mapping Volumetric Meshes to Point-based Motion Models 

      Jund, Thomas; Allaoui, Ali; Darles, Emmanuelle; Skapin, Xavier; Meseure, Philippe; Luciani, Annie (The Eurographics Association, 2012)
      Particle-based models produce various, flexible and optimized animations. Intrinsically, they are neither based on a boundary representation nor on volumetric objet meshed representations. Thus, they raise rendering issues ...
    • OCTAVIS: An Easy-to-Use VR-System for Clinical Studies 

      Dyck, Eugen; Zell, Eduard; Kohsik, Agnes; Grewe, Philip; Winter, York; Piefke, Martina; Botsch, Mario (The Eurographics Association, 2012)
      We present the OCTAVIS system, a novel virtual reality platform developed for rehabilitation and training of patients with brain function disorders. To meet the special requirements of clinical studies, our system has been ...
    • A Packed Memory Array to Keep Moving Particles Sorted 

      Durand, Marie; Raffin, Bruno; Faure, François (The Eurographics Association, 2012)
      Neighbor identification is the most computationally intensive step in particle based simulations. To contain its cost, a common approach consists in using a regular grid to sort particles according to the cell they belong ...
    • Physics-based Augmented Reality for 3D Deformable Object 

      Haouchine, Nazim; Dequidt, Jérémie; Kerrien, Erwan; Berger, Marie-Odile; Cotin, Stéphane (The Eurographics Association, 2012)
      This paper introduces an original method to perform augmented or mixed reality on deformable objects. Compared to state-of-the-art techniques, our method is able to track deformations of volumetric objects and not only ...
    • Policies for Goal Directed Multi-Finger Manipulation 

      Andrews, Sheldon; Kry, Paul G. (The Eurographics Association, 2012)
      We present a method for one-handed task based manipulation of objects. Our approach uses a mid-level multiphase approach to break the problem into three parts, providing an appropriate control strategy for each phase and ...
    • Real-time Hair Simulation with Efficient Hair Style Preservation 

      Han, Dongsoo; Harada, Takahiro (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 ...
    • Real-Time Motion Synthesis for Multiple Goal-Directed Tasks Using Motion Layers 

      Mousas, Christos; Newbury, Paul (The Eurographics Association, 2012)
      In this paper, a work in progress approach of layered motion interpolation method for designing realistic animation sequences for multiple goal-directed tasks is presented. The proposed solution is based on the ability to ...
    • Synthesizing Balancing Character Motions 

      Kenwright, Ben (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 ...