Now showing items 1-20 of 25

    • Area Preserving Strain Limiting 

      Han, Dongsoo (The Eurographics Association, 2015)
      In this paper we present a novel fast strain-limiting method that allows cloth to preserve its surface area efficiently. By preserving triangle area rather than edge length as other approaches do, this method does not ...
    • Brownian Dynamics Simulation on the GPU: Virtual Colloidal Suspensions 

      Tran, Công Tâm; Crespin, Benoît; Cerbelaud, Manuella; Videcoq, Arnaud (The Eurographics Association, 2015)
      Brownian Dynamics simulations are frequently used to describe and study the motion and aggregation of colloidal particles, in the field of soft matter and material science. In this paper, we focus on the problem of ...
    • 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 ...
    • Efficient Cloth Simulation Using an Adaptive Finite Element Method 

      Bender, Jan; Deul, Crispin (The Eurographics Association, 2012)
      In this paper we present an efficient adaptive cloth simulation based on the sqrt-3-refinement scheme. Our adaptive cloth model can handle arbitrary triangle meshes and is not restricted to regular grid meshes which are ...
    • An Efficient Surface Reconstruction Pipeline for Particle-Based Fluids 

      Akinci, Gizem; Akinci, Nadir; Ihmsen, Markus; Teschner, Matthias (The Eurographics Association, 2012)
      In this paper we present an efficient surface reconstruction pipeline for particle-based fluids such as smoothed particle hydrodynamics. After the scalar field computation and the marching cubes based triangulation, we ...
    • Evaluation of Surface Tension Models for SPH-Based Fluid Animations Using a Benchmark Test 

      Huber, Markus; Reinhardt, Stefan; Weiskopf, Daniel; Eberhardt, Bernhard (The Eurographics Association, 2015)
      We evaluate surface tension models in particle-based fluid simulation systems using smoothed particle hydrodynamics (SPH) with a benchmark test. Our benchmark consists of three experiments and a set of analysis methods ...
    • Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles 

      Karim, Ahmad Abdul; Meyer, Alexandre; Gaudin, Thibaut; Buendia, Axel; Bouakaz, Saida (The Eurographics Association, 2012)
      We propose a pseudo-physics system and a spine model that can be coupled to generate life-like locomotion animations of quadrupeds and reptiles. The pseudo-physics system uses minimalist particle-based physics and values ...
    • High-Resolution Simulation of Granular Material with SPH 

      Ihmsen, Markus; Wahl, Arthur; Teschner, Matthias (The Eurographics Association, 2012)
      We present an efficient framework for simulating granular material with high visual detail. Our model solves the computationally and numerically critical forces on a coarsely sampled particle simulation. We incorporate a ...
    • Implicit Incompressible SPH on the GPU 

      Goswami, Prashant; Eliasson, André; Franzén, Pontus (The Eurographics Association, 2015)
      This paper presents CUDA-based parallelization of implicit incompressible SPH (IISPH) on the GPU. Along with the detailed exposition of our implementation, we analyze various components involved for their costs. We show ...
    • Interleaved Cloth Simulation 

      Han, Dongsoo (The Eurographics Association, 2015)
      Implicit integration is a standard for stiff spring-based cloth simulation because of its stability. However constraints are useful to simulate various physical behaviors such as contact collisions or interaction with rigid ...
    • Kernel Projection of Latent Structures Regression for Facial Animation Retargeting 

      Ouzounis, Christos; Kilias, Alex; Mousas, Christos (The Eurographics Association, 2017)
      Inspired by kernel methods that have been used extensively in achieving efficient facial animation retargeting, this paper presents a solution to retargeting facial animation in virtual character's face model based on the ...
    • A More Efficient Parallel Method For Neighbour Search Using CUDA 

      Morillo, Daniel; Carmona, Ricardo; Perea, Juan J.; Cordero, Juan M. (The Eurographics Association, 2015)
      In particle systems simulation, the procedure of neighbour searching is usually a bottleneck in terms of computational cost. Several techniques have been developed to solve this problem; one of particular interest is the ...
    • 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 ...
    • A New Force Model for Controllable Breaking Waves 

      Brousset, Mathias; Darles, Emmanuelle; Meneveaux, Daniel; Poulin, Pierre; Crespin, Benoît (The Eurographics Association, 2015)
      This paper presents a new method for controlling swells and breaking waves using fluid solvers. With conventional approaches that generate waves by pushing particles with oscillating planes, the resulting waves cannot be ...
    • 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 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 ...
    • 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 ...
    • 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 ...
    • Policies for Goal Directed Multi-Finger Manipulation 

      Andrews, Sheldon; Kry, Paul G. (The Eurographics Association, 2012)
      We present a method for one-handed task based manipulation of objects. Our approach uses a mid-level multiphase approach to break the problem into three parts, providing an appropriate control strategy for each phase and ...
    • Real-time Hair Simulation with Efficient Hair Style Preservation 

      Han, Dongsoo; Harada, Takahiro (The Eurographics Association, 2012)
      Hair can be a prominent feature of characters in real-time games. In this paper, we propose hair simulation with efficient preservation of various hair styles. Bending and twisting effects are crucial to simulate curly or ...