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Multi‐Level Memory Structures for Simulating and Rendering Smoothed Particle Hydrodynamics
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
In this paper, we present a novel hash map‐based sparse data structure for Smoothed Particle Hydrodynamics, which allows for efficient neighbourhood queries in spatially adaptive simulations as well as direct ray tracing ...
Accelerating Liquid Simulation With an Improved Data‐Driven Method
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
In physics‐based liquid simulation for graphics applications, pressure projection consumes a significant amount of computational time and is frequently the bottleneck of the computational efficiency. How to rapidly apply ...
Constructing Human Motion Manifold With Sequential Networks
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
This paper presents a novel recurrent neural network‐based method to construct a latent motion manifold that can represent a wide range of human motions in a long sequence. We introduce several new components to increase ...
Hyperspectral Inverse Skinning
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These ...
Temporal Upsampling of Point Cloud Sequences by Optimal Transport for Plant Growth Visualization
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
Plant growth visualization from a series of 3D scanner measurements is a challenging task. Time intervals between successive measurements are typically too large to allow a smooth animation of the growth process. Therefore, ...
Data‐Driven Facial Simulation
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
In Visual Effects, the creation of realistic facial performances is still a challenge that the industry is trying to overcome. Blendshape deformation is used to reproduce the action of different groups of muscles, which ...
Real‐Time Deformation with Coupled Cages and Skeletons
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
Skeleton‐based and cage‐based deformation techniques represent the two most popular approaches to control real‐time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their ...