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Now showing items 11-20 of 207
Real-Time Sound Synthesis for Paper Material Based on Geometric Analysis
(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 ...
Asynchronous Implicit Backward Euler Integration
(The Eurographics Association, 2016)
In standard deformable object simulation in computer animation, all the mesh elements or vertices are timestepped synchronously, i.e., under the same timestep. Previous asynchronous methods have been largely limited to ...
Efficient Simulation of Example-Based Materials
(The Eurographics Association, 2012)
We present a new method for efficiently simulating art-directable deformable materials. We use example poses to define subspaces of desirable deformations via linear interpolation. As a central aspect of our approach, we ...
Energy-efficient mid-term strategies for collision avoidance in crowd simulation
(ACM Siggraph, 2015)
When navigating in crowds, humans are able to move efficiently between people. They look ahead to know which path would reduce the complexity of their interactions with others. Current navigation systems for virtual agents ...
Accurate Surface Embedding for Higher Order Finite Elements
(ACM SIGGRAPH / Eurographics Association, 2013)
In this paper we present a novel approach to efficiently simulate the deformation of highly detailed meshes using higher order finite elements (FE). An efficient algorithm based on non-linear optimization is proposed in ...
Resampling Adaptive Cloth Simulations onto Fixed-Topology Meshes
(ACM Siggraph, 2015)
We describe a method for converting an adaptively remeshed simulation of cloth into an animated mesh with fixed topology. The topology of the mesh may be specified by the user or computed automatically. In the latter case, ...
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 ...
Hierarchical hp-Adaptive Signed Distance Fields
(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 ...
Real-Time Dynamic Wrinkling of Coarse Animated Cloth
(ACM Siggraph, 2015)
Dynamic folds and wrinkles are an important visual cue for creating believably dressed characters in virtual environments. Adding these fine details to real-time cloth visualization is challenging, as the low-quality cloth ...