Now showing items 1-15 of 15

    • Massively-Parallel Proximity Queries for Point Clouds 

      Kaluschke, Max; Zimmermann, Uwe; Danzer, Marinus; Zachmann, Gabriel; Weller, Rene (The Eurographics Association, 2014)
      We present a novel massively-parallel algorithm that allows real-time distance computations between arbitrary 3D objects and unstructured point cloud data. Our main application scenario is collision avoidance for robots ...
    • A p-Multigrid Algorithm using Cubic Finite Elements for Efficient Deformation Simulation 

      Weber, Daniel; Mueller-Roemer, Johannes; Altenhofen, Christian; Stork, Andre; Fellner, Dieter W. (The Eurographics Association, 2014)
      We present a novel p-multigrid method for efficient simulation of co-rotational elasticity with higher-order finite elements. In contrast to other multigrid methods proposed for volumetric deformation, the resolution ...
    • A Unified Topological-Physical Model for Adaptive Refinement 

      Fléchon, Elsa; Zara, Florence; Damiand, Guillaume; Jaillet, Fabrice (The Eurographics Association, 2014)
      In Computer Graphics, physically-based simulation of deformable objects is a current challenge, and many efficient models have been developed to reach real-time performance. However, these models are often limited when ...
    • Virtual Fitting Pipeline: Body Dimension Recognition, Cloth Modeling, and On-Body Simulation 

      Siegmund, Dirk; Samartzidis, Timotheos; Damer, Naser; Nouak, Alexander; Busch, Christoph (The Eurographics Association, 2014)
      This paper describes a solution for 3D clothes simulation on human avatars. The proposed approach consists of three parts, the collection of anthropometric human body dimensions, cloths scanning, and the simulation on 3D ...
    • Parallel Particles (P2): A Parallel Position Based Approach for Fast and Stable Simulation of Granular Materials 

      Holz, Daniel (The Eurographics Association, 2014)
      Granular materials exhibit a large number of diverse physical phenomena which makes their numerical simulation challenging. When set in motion they flow almost like a fluid, while they can present high shear strength when ...
    • A Parallel Architecture for IISPH Fluids 

      Thaler, Felix; Solenthaler, Barbara; Gross, Markus (The Eurographics Association, 2014)
      We present an architecture for parallel computation of incompressible IISPH simulations on distributed memory systems. We use orthogonal recursive bisection for domain decomposition and present a stable and fast converging ...
    • Coupling Hair with Smoothed Particle Hydrodynamics Fluids 

      Lin, Wei-Chin (The Eurographics Association, 2014)
      We present a two-way coupling technique for simulating the complex interaction between hair and fluids. In our approach, the motion of hair and fluids is simulated by evaluating the hydrodynamic forces among them based on ...
    • An Improved Jacobi Solver for Particle Simulation 

      Frâncu, Mihai; Moldoveanu, F. (The Eurographics Association, 2014)
      This paper presents a new method for simulating particles for computer graphics and video games, based on an improved Jacobi solver and a hybrid approach between velocity time stepping and position based dynamics. Current ...
    • Efficient Transfer of Contact-Point Local Deformations for Data-Driven Simulations 

      Seiler, Martin U.; Spillmann, Jonas; Harders, Matthias (The Eurographics Association, 2014)
      We present a new approach for data-driven deformation enrichment, which requires a much smaller set of examples. The central idea is to reuse deformation samples. This is done by transferring pre-generated examples from ...
    • Information Fusion for Real-time Motion Estimation in Image-guided Breast Biopsy Navigation 

      Kocev, Bojan; Georgii, Joachim; Linsen, Lars; Hahn, Horst Karl (The Eurographics Association, 2014)
      A real-time delivery of accurate soft-tissue intervention navigation information is one of the most crucial aspects for accepting the soft-tissue navigation systems for intra-operative use. Currently, soft-tissue navigation ...
    • Massively Parallel Batch Neural Gas for Bounding Volume Hierarchy Construction 

      Weller, René; Mainzer, David; Srinivas, Abhishek; Teschner, Matthias; Zachmann, Gabriel (The Eurographics Association, 2014)
      Ordinary bounding volume hierarchy (BVH) construction algorithms create BVHs that approximate the boundary of the objects. In this paper, we present a BVH construction that instead approximates the volume of the objects ...
    • Continuous Collision Detection Between Points and Signed Distance Fields 

      Xu, Hongyi; Barbic, Jernej (The Eurographics Association, 2014)
      We present an algorithm for fast continuous collision detection between points and signed distance fields. Such robust queries are often needed in computer animation, haptics and virtual reality applications, but have so ...
    • SutureHap: A Suture Simulator with Haptic Feedback 

      Ricardez, Eusebio; Noguez, Julieta; Neri, Luis; Munoz-Gomez, Lourdes; Escobar-Castillejos, David (The Eurographics Association, 2014)
      Surgical procedures require a high degree of complexity and difficulty. Consequently, extensive preparation in the learning process of medical students is necessary in order to perform suturing tasks successfully. Some ...
    • Mechanical Modeling of Three-dimensional Plant Tissue Indented by a Probe 

      Malgat, Richard; Boudaoud, Arezki; Faure, François (The Eurographics Association, 2014)
      Morphogenesis in a developing organism depends on the mechanics of the structural elements of the organism. In plants, typical experiments involve indenting tissues with a probe and measuring the force needed to reach a ...
    • Controlling the Shape and Motion of Plumes in Explosion Simulations 

      Kawada, Genichi; Kanai, Takashi (The Eurographics Association, 2014)
      We propose a fluid simulation method with controlling the shape and motion of rising fire and smoke, called plumes, in the incompressible phase of explosion phenomenon. With our method, plumes are generated based on physical ...