Now showing items 1-10 of 10

    • Multilevel Cloth Simulation using GPU Surface Sampling 

      Schmitt, Nikolas; Knuth, Martin; Bender, Jan; Kuijper, Arjan (The Eurographics Association, 2013)
      Today most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances ...
    • Connective Tissues Simulation on GPU 

      Bosman, Julien; Duriez, Christian; Cotin, Stéphane (The Eurographics Association, 2013)
      Recent work in the field of medical simulation have led to real advances in the mechanical simulation of organs. However, it is important to notice that, despite the major role they may have in the interaction between ...
    • Physically-Based Character Skinning 

      Deul, Crispin; Bender, Jan (The Eurographics Association, 2013)
      In this paper we present a novel multi-layer model for physically-based character skinning. In contrast to geometric approaches which are commonly used in the field of character skinning, physically-based methods can ...
    • Initial Steps for the Coupling of JavaScript Physics Engines with X3DOM 

      Huber, Linda (The Eurographics Association, 2013)
      During the past years, first physics engines based on JavaScript have been developed for web applications. These are capable of displaying virtual scenes much more realistically. Thus, new application areas can be opened ...
    • Parallel Collision Detection in Constant Time 

      Weller, Rene; Frese, Udo; Zachmann, Gabriel (The Eurographics Association, 2013)
      We prove that the maximum number of intersecting pairs spheres between two sets of polydisperse sphere packings is linear in the worst case. This observation is the basis for a new collision detection algorithm. Our new ...
    • Rethinking Shortest Path: An Energy Expenditure Approach 

      Mousas, Christos; Newbury, Paul; Anagnostopoulos, Christos-Nikolaos (The Eurographics Association, 2013)
      Considering that humans acting in constrained environments do not always plan according to shortest path criteria. rather, they conceptually measure the path which minimises the amount of expended energy. Hence, virtual ...
    • Physics-based Human Neck Simulation 

      Luo, Zhiping; Pronost, Nicolas; Egges, Arjan (The Eurographics Association, 2013)
      In deformable character animation, the skin deformation of the neck is important to reproduce believable facial animation. The neck also plays an important role in supporting the head in balance while generating the ...
    • Exploring the Use of Adaptively Restrained Particles for Graphics Simulations 

      Manteaux, Pierre-Luc; Faure, François; Redon, Stéphane; Cani, Marie-Paule (The Eurographics Association, 2013)
      In this paper, we explore the use of Adaptively Restrained (AR) particles for graphics simulations. Contrary to previous methods, Adaptively Restrained Particle Simulations (ARPS) do not adapt time or space sampling, but ...
    • Tridiagonal Matrix Formulation for Inextensible Hair Strand Simulation 

      Han, Dongsoo; Harada, Takahiro (The Eurographics Association, 2013)
      This paper proposes a method to simulate inextensible hair strands using tridiagonal matrix formulation in which distance constraints are formulated as a linear system. The proposed method avoids constructing a full matrix ...
    • RPI-MATLAB-Simulator: A Tool for Efficient Research and Practical Teaching in Multibody Dynamics 

      Williams, Jedediyah; Lu, Ying; Niebe, Sarah; Andersen, Michael; Erleben, Kenny; Trinkle, Jeffrey C. (The Eurographics Association, 2013)
      We present the RPI-MATLAB-Simulator (RPIsim) as an open source tool for research and education in multibody dynamics. RPIsim is designed and organized to be extended. Its modular design allows users to edit or add new ...