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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 ...
Constraint-Based Simulation of Adhesive Contact
(The Eurographics Association, 2010)
Dynamics with contact are often formulated as a constrained optimization problem. This approach allows handling in an integrated manner both non-penetration and frictional constraints. Following developments in the ...
Point Cloud Glue: Constraining Simulations Using the Procrustes Transform
(The Eurographics Association, 2010)
In physical simulation, it is frequently useful to define constraints between deformable objects, ensuring that one object follows another. Existing techniques for enforcing these constraints define the relationship between ...
Reconstructing Surfaces of Particle-Based Fluids Using Anisotropic Kernels
(The Eurographics Association, 2010)
In this paper we present a novel surface reconstruction method for particle-based fluid simulators such as Smoothed Particle Hydrodynamics. In particle-based simulations, fluid surfaces are usually defined as a level set ...
Linear-Time Dynamics for Multibody Systems with General Joint Models
(The Eurographics Association, 2010)
Most current linear-time forward dynamics algorithms support only simple types of joints due to difficulties in computing derivatives of joint transformations up to order two.We apply the D* symbolic differentiation algorithm ...
FASTCD: Fracturing-Aware Stable Collision Detection
(The Eurographics Association, 2010)
We present a collision detection (CD) method for complex and large-scale fracturing models that have geometric and topological changes. We first propose a novel dual-cone culling method to improve the performance of CD, ...
PLEdestrians: A Least-Effort Approach to Crowd Simulation
(The Eurographics Association, 2010)
We present a new algorithm for simulating large-scale crowds at interactive rates based on the Principle of Least Effort. Our approach uses an optimization method to compute a biomechanically energy-efficient, collision-free ...
Control Systems for Human Running using an Inverted Pendulum Model and a Reference Motion Capture Sequence
(The Eurographics Association, 2010)
Physical simulation is often proposed as a way to generate motion for interactive characters. A simulated character has the potential to adapt to changing terrain and disturbances in a realistic and robust manner. In this ...
Practical Animation of Compressible Flow for ShockWaves and Related Phenomena
(The Eurographics Association, 2010)
We propose a practical approach to integrating shock wave dynamics into traditional smoke simulations. Previous methods either simplify away the compressible component of the flow and are unable to capture shock fronts or ...
Performance Capture with Physical Interaction
(The Eurographics Association, 2010)
This paper introduces a technique for combining performance-based animation with a physical model in order to synthesize complex interactions in an animated scene. The approach is to previsualize interaction of final ...