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Now showing items 11-20 of 33
The blue-c Distributed Scene Graph
(The Eurographics Association, 2003)
In this paper we present a distributed scene graph architecture for use in the blue-c, a novel collaborative immersive virtual environment. We extend the widely used OpenGL Performer toolkit to provide a distributed scene ...
Particle-Based Fluid Simulation for Interactive Applications
(The Eurographics Association, 2003)
Realistically animated fluids can add substantial realism to interactive applications such as virtual surgery simulators or computer games. In this paper we propose an interactive method based on Smoothed Particle Hydrodynamics ...
Fast Adaptive Shape Matching Deformations
(The Eurographics Association, 2008)
We present a new shape-matching deformation model that allows for efficient handling of topological changes and dynamic adaptive selection of levels of detail. Similar to the recently presented Fast Lattice Shape Matching ...
Efficient Bounds for Point-Based Animations
(The Eurographics Association, 2007)
We introduce a new and efficient approach for collision detection in point-based animations, based on the fast computation of tight surface bounds. Our approach is able to tightly bound a high-resolution surface with a ...
Flexible Simulation of Deformable Models Using Discontinuous Galerkin FEM
(The Eurographics Association, 2008)
We propose a simulation technique for elastically deformable objects based on the discontinuous Galerkin finite element method (DG FEM). In contrast to traditional FEM, it overcomes the restrictions of conforming basis ...
Particle-Based Fluid-Fluid Interaction
(The Eurographics Association, 2005)
The interesting and complex behavior of fluids emerges mainly from interaction processes. While interactions of fluids with static or dynamic solids has caught some attention in computer graphics lately, the mutual interaction ...
Versatile Virtual Materials Using Implicit Connectivity
(The Eurographics Association, 2006)
We propose a new method for strain computation in mesh-free simulations. Without storing connectivity information, we compute strain using local rest states that are implicitly defined by the current system configuration. ...
GPU-Based Ray-Casting of Quadratic Surfaces
(The Eurographics Association, 2006)
Quadratic surfaces are frequently used primitives in geometric modeling and scientific visualization, such as rendering of tensor fields, particles, and molecular structures. While high visual quality can be achieved using ...
Designing Cable-Driven Actuation Networks for Kinematic Chains and Trees
(ACM, 2017)
In this paper we present an optimization-based approach for the design of cable-driven kinematic chains and trees. Our system takes as input a hierarchical assembly consisting of rigid links jointed together with hinges. ...
Stenciling: Designing Structurally-Sound Surfaces with Decorative Patterns
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
We present a novel method to design shells with artistic cutouts in a manner that produces a stable final result. The process of stenciling, removing material with a fixed shape, is a particularly appealing way to introduce ...