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Human Motion Reconstruction from Force Sensors
(The Eurographics Association, 2011)
Consumer-grade, real-time motion capture devices are becoming commonplace in every household, thanks to the recent development in depth-camera technologies. We introduce a new approach to capturing and reconstructing ...
Long Range Constraints for Rigid Body Simulations
(ACM, 2017)
The two main constraints used in rigid body simulations are contacts and joints. Both constrain the motion of a small number of bodies in close proximity. However, it is often the case that a series of constraints restrict ...
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 ...
Occlusion-free Camera Control for Multiple Targets
(The Eurographics Association, 2012)
Maintaining the visibility of target objects is a fundamental problem in automatic camera control for 3D graphics applications. Practical real-time camera control algorithms generally only incorporate mechanisms for the ...
Consistent Surface Model for SPH-based Fluid Transport
(ACM SIGGRAPH / Eurographics Association, 2013)
Surface effects play an essential role in fluid simulations. A vast number of dynamics including wetting of surfaces, cleansing, and foam dynamics are based on surface-surface and surface-bulk interactions, which in turn ...
The Intersection Contour Minimization Method for Untangling Oriented Deformable Surfaces
(The Eurographics Association, 2012)
The Intersection Contour Minimization (ICM) method [VM06] has been proven to be an effective history-free algorithm for resolving collisions between non-oriented deformable surfaces. In many circumstances, however, surface ...
Fully Momentum-Conserving Reduced Deformable Bodies with Collision, Contact, Articulation, and Skinning
(ACM Siggraph, 2015)
We propose a novel framework for simulating reduced deformable bodies that fully accounts for linear and angular momentum conservation even in the presence of collision, contact, articulation, and other desirable effects. ...
Coupling 3D Eulerian, Heightfield and Particle Methods for Interactive Simulation of Large Scale Liquid Phenomena
(The Eurographics Association, 2014)
We propose a new method to simulate large scale water phenomena by combining particle, 3D grid and height field methods. In contrast to most hybrid approaches that use particles to simulate foam and spray only, we also ...
Modeling Style and Variation in Human Motion
(The Eurographics Association, 2010)
Style and variation are two vital components of human motion: style differentiates between examples of the same behavior (slow walk vs. fast walk) while variation differentiates between examples of the same style (vigorous ...
Animating Articulated Characters using Wiggly Splines
(ACM Siggraph, 2015)
We propose a new framework for spacetime optimization that can generate artistic motion with a long planning horizon for complex virtual characters. The scheme can be used for generating general types of motion and neither ...