Zurich, Switzerland | July 2016
Posters

Numerical Integration
Asynchronous Implicit Backward Euler Integration
Danyong Zhao, Yijing Li, and Jernej Barbic
A Macroblock Optimization for Grid-based Nonlinear Elasticity
Nathan Mitchell, Michael Doescher, and Eftychios Sifakis
ADMM ⊇ Projective Dynamics: Fast Simulation of General Constitutive Models
Rahul Narain, Matthew Overby, and George E. Brown
Pointy Fluids
Enriching SPH Simulation by Approximate Capillary Waves
Sheng Yang, Xiaowei He, Huamin Wang, Sheng Li, Guoping Wang, Enhua Wu, and Kun Zhou
Topology-Aware Neighborhoods for Point-Based Simulation and Reconstruction
Florian Canezin, Gaël Guennebaud, and Loïc Barthe
Constrained Neighbor Lists for SPH-based Fluid Simulations
Rene Winchenbach, Hendrik Hochstetter, and Andreas Kolb
Versatile Interactions at Interfaces for SPH-Based Simulations
Tao Yang, Ming C. Lin, Ralph R. Martin, Jian Chang, and Shi-Min Hu
Flows
Two-way Coupling of Fluids to Reduced Deformable Bodies
Wenlong Lu, Ning Jin, and Ronald P. Fedkiw
Compressing Fluid Subspaces
Aaron Demby Jones, Pradeep Sen, and Theodore Kim
Hele-Shaw Flow Simulation with Interactive Control using Complex Barycentric Coordinates
Aviv Segall, Orestis Vantzos, and Mirela Ben-Chen
Characters and Faces
Repurposing Hand Animation for Interactive Applications
Stephen W. Bailey, Martin Watt, and James F. O'Brien
Building and Animating User-Specific Volumetric Face Rigs
Alexandru-Eugen Ichim, Ladislav Kavan, Merlin Nimier-David, and Mark Pauly
Art-Directed Muscle Simulation for High-End Facial Animation
Matthew Cong, Kiran S. Bhat, and Ronald P. Fedkiw
Accurate Simulation of Wound Healing and Skin Deformation
Stefan Feess, Kathrin Kurfiss, Ronald P. Fedkiw, and Dominik L. Michels
Group Dynamics
Dynamic Group Behaviors for Interactive Crowd Simulation
Liang He, Jia Pan, Sahil Narang, and Dinesh Manocha
A Data-driven Model for Lane-changing in Traffic Simulation
Huikun Bi, Tianlu Mao, Zhaoqi Wang, and Zhigang Deng
PBD and Collisions
Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching
Nuttapong Chentanez, Matthias Müller, and Miles Macklin
Position and Orientation Based Cosserat Rods
Tassilo Kugelstadt and Elmar Schömer
Deployable 3D Linkages with Collision Avoidance
Changxi Zheng, Timothy Sun, and Xiang Chen
Hierarchical hp-Adaptive Signed Distance Fields
Dan Koschier, Crispin Deul, and Jan Bender
Stories, Sound, and Games
CANVAS: Computer-Assisted Narrative Animation Synthesis
Mubbasir Kapadia, Seth Frey, Alexander Shoulson, Robert W. Sumner, and Markus Gross
Real-Time Sound Synthesis for Paper Material Based on Geometric Analysis
Camille Schreck, Damien Rohmer, Doug L. James, Stefanie Hahmann, and Marie-Paule Cani
Large-Scale Finite State Game Engines
Matt Stanton, Sascha Geddert, Adrian Blumer, Paul Hormis, Andy Nealen, Seth Cooper, and Adrien Treuille
Interactive Physically-Based Sound Design of 3D Model using Material Optimization
Kazuhiko Yamamoto and Takeo Igarashi

Recent Submissions

  • Interactive Physically-Based Sound Design of 3D Model using Material Optimization 

    Yamamoto, Kazuhiko; Igarashi, Takeo (The Eurographics Association, 2016)
    Physically-based sound rendering enriches 3D animation. However, it is difficult to make an object with a given shape produce a specific sound using physically-based sound rendering because the user would need to define ...
  • Large-Scale Finite State Game Engines 

    Stanton, Matt; Geddert, Sascha; Blumer, Adrian; Hormis, Paul; Nealen, Andy; Cooper, Seth; Treuille, Adrien (The Eurographics Association, 2016)
    This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to ...
  • Real-Time Sound Synthesis for Paper Material Based on Geometric Analysis 

    Schreck, Camille; Rohmer, Damien; James, Doug L.; Hahmann, Stefanie; Cani, Marie-Paule (The Eurographics Association, 2016)
    In this article, we present the first method to generate plausible sounds while animating crumpling virtual paper in real time. Our method handles shape-dependent friction and crumpling sounds which typically occur when ...
  • CANVAS: Computer-Assisted Narrative Animation Synthesis 

    Kapadia, Mubbasir; Frey, Seth; Shoulson, Alexander; Sumner, Robert W.; Gross, Markus (The Eurographics Association, 2016)
    Despite the maturity in solutions for animating expressive virtual characters, innovations realizing the creative intent of story writers have yet to make the same strides. The key challenge is to provide an accessible, ...
  • Hierarchical hp-Adaptive Signed Distance Fields 

    Koschier, Dan; Deul, Crispin; Bender, Jan (The Eurographics Association, 2016)
    In this paper we propose a novel method to construct hierarchical hp-adaptive Signed Distance Fields (SDFs). We discretize the signed distance function of an input mesh using piecewise polynomials on an axis-aligned ...
  • Deployable 3D Linkages with Collision Avoidance 

    Zheng, Changxi; Sun, Timothy; Chen, Xiang (The Eurographics Association, 2016)
    We present a pipeline that allows ordinary users to create deployable scissor linkages in arbitrary 3D shapes, whose mechanisms are inspired by Hoberman's Sphere. From an arbitrary 3D model and a few user inputs, our method ...
  • Position and Orientation Based Cosserat Rods 

    Kugelstadt, Tassilo; Schömer, Elmar (The Eurographics Association, 2016)
    We present a novel method to simulate bending and torsion of elastic rods within the position-based dynamics (PBD) framework. The main challenge is that torsion effects of Cosserat rods are described in terms of material ...
  • Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching 

    Chentanez, Nuttapong; Müller, Matthias; Macklin, Miles (The Eurographics Association, 2016)
    Shape matching is a popular method for simulating deformable objects in real time as it is fast and stable at large time steps. Although shape matching can simulate large elastic deformation and ductile fracturing, until ...
  • A Data-driven Model for Lane-changing in Traffic Simulation 

    Bi, Huikun; Mao, Tianlu; Wang, Zhaoqi; Deng, Zhigang (The Eurographics Association, 2016)
    In this paper, we propose a new data-driven model to simulate the process of lane-changing in traffic simulation. Specifically, we first extract the features from surrounding vehicles that are relevant to the lane-changing ...
  • Dynamic Group Behaviors for Interactive Crowd Simulation 

    He, Liang; Pan, Jia; Narang, Sahil; Manocha, Dinesh (The Eurographics Association, 2016)
    We present a new algorithm to simulate dynamic group behaviors for interactive multi-agent crowd simulation. Our approach is general and makes no assumption about the environment, shape, or size of the groups.We use the ...
  • Accurate Simulation of Wound Healing and Skin Deformation 

    Feess, Stefan; Kurfiss, Kathrin; Fedkiw, Ronald P.; Michels, Dominik L. (The Eurographics Association, 2016)
    We devise a method for the accurate simulation of wound healing and skin deformation. This is based on adequate formulations modeling the underlying biological processes. Cell movements and proliferation are described by ...
  • Art-Directed Muscle Simulation for High-End Facial Animation 

    Cong, Matthew; Bhat, Kiran S.; Fedkiw, Ronald P. (The Eurographics Association, 2016)
    We propose a new framework for the simulation of facial muscle and flesh that so significantly improves the technique that it allows for immediate mainstream use of anatomically and biomechanically accurate muscle models ...
  • Building and Animating User-Specific Volumetric Face Rigs 

    Ichim, Alexandru-Eugen; Kavan, Ladislav; Nimier-David, Merlin; Pauly, Mark (The Eurographics Association, 2016)
    Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as ...
  • Repurposing Hand Animation for Interactive Applications 

    Bailey, Stephen W.; Watt, Martin; O'Brien, James F. (The Eurographics Association, 2016)
    In this paper we describe a method for automatically animating interactive characters based on an existing corpus of key-framed hand-animation. The method learns separate low-dimensional embeddings for subsets of the ...
  • Compressing Fluid Subspaces 

    Jones, Aaron Demby; Sen, Pradeep; Kim, Theodore (The Eurographics Association, 2016)
    Subspace fluid simulations, also known as reduced-order simulations, can be extremely fast, but also require basis matrices that consume an enormous amount of memory. Motivated by the extreme sparsity of Laplacian ...
  • Hele-Shaw Flow Simulation with Interactive Control using Complex Barycentric Coordinates 

    Segall, Aviv; Vantzos, Orestis; Ben-Chen, Mirela (The Eurographics Association, 2016)
    Hele-Shaw flow describes the slow flow of a viscous liquid between two parallel plates separated by a small gap. In some configurations such a flow generates instabilities known as Saffman-Taylor fingers, which form intricate ...
  • Two-way Coupling of Fluids to Reduced Deformable Bodies 

    Lu, Wenlong; Jin, Ning; Fedkiw, Ronald P. (The Eurographics Association, 2016)
    We propose a fully monolithic two-way coupling framework that couples incompressible fluids to reduced deformable bodies. Notably, the resulting linear system matrix is both symmetric and positive-definite. Our method ...
  • Versatile Interactions at Interfaces for SPH-Based Simulations 

    Yang, Tao; Lin, Ming C.; Martin, Ralph R.; Chang, Jian; Hu, Shi-Min (The Eurographics Association, 2016)
    The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit ...
  • Constrained Neighbor Lists for SPH-based Fluid Simulations 

    Winchenbach, Rene; Hochstetter, Hendrik; Kolb, Andreas (The Eurographics Association, 2016)
    In this paper we present a new approach to create neighbor lists with strict memory bounds for incompressible Smoothed Particle Hydrodynamics (SPH) simulations. Our proposed approach is based on a novel efficient ...
  • Topology-Aware Neighborhoods for Point-Based Simulation and Reconstruction 

    Canezin, Florian; Guennebaud, Gaël; Barthe, Loïc (The Eurographics Association, 2016)
    Particle based simulations are widely used in computer graphics. In this field, several recent results have improved the simulation itself or improved the tension of the final fluid surface. In current particle based ...

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