SCA 16: Eurographics/SIGGRAPH Symposium on Computer Animation
Zurich, Switzerland | July 2016
Asynchronous Implicit Backward Euler Integration
A Macroblock Optimization for Grid-based Nonlinear Elasticity
ADMM ⊇ Projective Dynamics: Fast Simulation of General Constitutive Models
Enriching SPH Simulation by Approximate Capillary Waves
Topology-Aware Neighborhoods for Point-Based Simulation and Reconstruction
Constrained Neighbor Lists for SPH-based Fluid Simulations
Versatile Interactions at Interfaces for SPH-Based Simulations
Two-way Coupling of Fluids to Reduced Deformable Bodies
Compressing Fluid Subspaces
Hele-Shaw Flow Simulation with Interactive Control using Complex Barycentric Coordinates
Characters and Faces
Repurposing Hand Animation for Interactive Applications
Building and Animating User-Specific Volumetric Face Rigs
Art-Directed Muscle Simulation for High-End Facial Animation
Accurate Simulation of Wound Healing and Skin Deformation
Dynamic Group Behaviors for Interactive Crowd Simulation
A Data-driven Model for Lane-changing in Traffic Simulation
PBD and Collisions
Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching
Position and Orientation Based Cosserat Rods
Deployable 3D Linkages with Collision Avoidance
Hierarchical hp-Adaptive Signed Distance Fields
Stories, Sound, and Games
CANVAS: Computer-Assisted Narrative Animation Synthesis
Real-Time Sound Synthesis for Paper Material Based on Geometric Analysis
Large-Scale Finite State Game Engines
Interactive Physically-Based Sound Design of 3D Model using Material Optimization
(The Eurographics Association, 2016)Physically-based sound rendering enriches 3D animation. However, it is difficult to make an object with a given shape produce a specific sound using physically-based sound rendering because the user would need to define ...
(The Eurographics Association, 2016)This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to ...
(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 ...
(The Eurographics Association, 2016)Despite the maturity in solutions for animating expressive virtual characters, innovations realizing the creative intent of story writers have yet to make the same strides. The key challenge is to provide an accessible, ...
(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 ...
(The Eurographics Association, 2016)We present a pipeline that allows ordinary users to create deployable scissor linkages in arbitrary 3D shapes, whose mechanisms are inspired by Hoberman's Sphere. From an arbitrary 3D model and a few user inputs, our method ...
(The Eurographics Association, 2016)We present a novel method to simulate bending and torsion of elastic rods within the position-based dynamics (PBD) framework. The main challenge is that torsion effects of Cosserat rods are described in terms of material ...
(The Eurographics Association, 2016)Shape matching is a popular method for simulating deformable objects in real time as it is fast and stable at large time steps. Although shape matching can simulate large elastic deformation and ductile fracturing, until ...
(The Eurographics Association, 2016)In this paper, we propose a new data-driven model to simulate the process of lane-changing in traffic simulation. Specifically, we first extract the features from surrounding vehicles that are relevant to the lane-changing ...
(The Eurographics Association, 2016)We present a new algorithm to simulate dynamic group behaviors for interactive multi-agent crowd simulation. Our approach is general and makes no assumption about the environment, shape, or size of the groups.We use the ...
(The Eurographics Association, 2016)We devise a method for the accurate simulation of wound healing and skin deformation. This is based on adequate formulations modeling the underlying biological processes. Cell movements and proliferation are described by ...
(The Eurographics Association, 2016)We propose a new framework for the simulation of facial muscle and flesh that so significantly improves the technique that it allows for immediate mainstream use of anatomically and biomechanically accurate muscle models ...
(The Eurographics Association, 2016)Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as ...
(The Eurographics Association, 2016)In this paper we describe a method for automatically animating interactive characters based on an existing corpus of key-framed hand-animation. The method learns separate low-dimensional embeddings for subsets of the ...
(The Eurographics Association, 2016)Hele-Shaw flow describes the slow flow of a viscous liquid between two parallel plates separated by a small gap. In some configurations such a flow generates instabilities known as Saffman-Taylor fingers, which form intricate ...
(The Eurographics Association, 2016)Subspace fluid simulations, also known as reduced-order simulations, can be extremely fast, but also require basis matrices that consume an enormous amount of memory. Motivated by the extreme sparsity of Laplacian ...
(The Eurographics Association, 2016)We propose a fully monolithic two-way coupling framework that couples incompressible fluids to reduced deformable bodies. Notably, the resulting linear system matrix is both symmetric and positive-definite. Our method ...
(The Eurographics Association, 2016)In this paper we present a new approach to create neighbor lists with strict memory bounds for incompressible Smoothed Particle Hydrodynamics (SPH) simulations. Our proposed approach is based on a novel efficient ...
(The Eurographics Association, 2016)The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit ...
(The Eurographics Association, 2016)Particle based simulations are widely used in computer graphics. In this field, several recent results have improved the simulation itself or improved the tension of the final fluid surface. In current particle based ...