Browsing vriphys12 by Title
Now showing items 9-17 of 17
-
An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation
(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
(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
(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
(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
(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
(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
(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
(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
(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 ...