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View-Dependent Adaptive Cloth Simulation
(The Eurographics Association, 2014)
This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account ...
Statistical Simulation of Rigid Bodies
(ACM SIGGRAPH / Eurographics Association, 2009)
We describe a method for replacing certain stages of rigid body simulation with a statistically-based approximation. We begin by collecting statistical data regarding changes in linear and angular momentum for collisions ...
Controlling Liquids Using Meshes
(The Eurographics Association, 2012)
We present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping ...
Efficient Simulation of Secondary Motion in Rig-Space
(ACM SIGGRAPH / Eurographics Association, 2013)
We present an efficient method for augmenting keyframed character animations with physically-simulated secondary motion. Our method achieves a performance improvement of one to two orders of magnitude over previous work ...
Faster Acceleration Noise for Multibody Animations using Precomputed Soundbanks
(The Eurographics Association, 2012)
We introduce an efficient method for synthesizing rigid-body acceleration noise for complex multibody scenes. Existing acceleration noise synthesis methods for animation require object-specific precomputation, which is ...
Stable Orthotropic Materials
(The Eurographics Association, 2014)
Isotropic Finite Element Method (FEM) deformable object simulations are widely used in computer graphics. Several applications (wood, plants, muscles) require modeling the directional dependence of the material elastic ...
Large-Scale Finite State Game Engines
(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 ...
Versatile Interactions at Interfaces for SPH-Based Simulations
(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 ...
Compressing Fluid Subspaces
(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 ...
Constrained Neighbor Lists for SPH-based Fluid Simulations
(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 ...