vriphys: Workshop in Virtual Reality Interactions and Physical Simulations: Recent submissions
Now showing items 141-160 of 161
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Physics-based Augmented Reality for 3D Deformable Object
(The Eurographics Association, 2012)This paper introduces an original method to perform augmented or mixed reality on deformable objects. Compared to state-of-the-art techniques, our method is able to track deformations of volumetric objects and not only ... -
Fast Simulation of Inextensible Hair and Fur
(The Eurographics Association, 2012)In this short paper we focus on the fast simulation of hair and fur on animated characters. While it is common in films to simulate single hair strands on virtual humans and on furry animals, those features are either not ... -
Efficient Cloth Simulation Using an Adaptive Finite Element Method
(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 ... -
Mapping Volumetric Meshes to Point-based Motion Models
(The Eurographics Association, 2012)Particle-based models produce various, flexible and optimized animations. Intrinsically, they are neither based on a boundary representation nor on volumetric objet meshed representations. Thus, they raise rendering issues ... -
An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation
(The Eurographics Association, 2012)The realistic and interactive simulation of deformable objects has become a challenge in Computer Graphics. In this paper, we propose a GPU implementation of the resolution of the mechanical equations, using a semi-implicit ... -
Topological Operations for Geomorphological Evolution
(The Eurographics Association, 2011)Geomorphological processes sculpt the shape of our everyday landscapes and must therefore be simulated to generate plausible digital landscapes. In particular, topological changes must be taken into account during the ... -
Generating Large-scale Details: Altering Soil Surface and Structure with Tracks
(The Eurographics Association, 2011)Tracks, footsteps and ruts are common elements we can observe in natural sceneries. Wherever there is human activity, we can find marks on the ground left by vehicles or walkers. These marks can be directly dug from a soft ... -
Focused Ultrasound - Efficient GPU Simulation Methods for Therapy Planning
(The Eurographics Association, 2011)Over the past years, high intensity focused ultrasound therapy has become a promising therapeutic alternative for non-invasive tumor treatment. The basic idea of this interventional approach is to apply focused ultrasound ... -
Data-Driven Completion of Motion Capture Data
(The Eurographics Association, 2011)We present a data-driven method for completion of corrupted marker-based motion capture data. Our novel approach is especially suitable for challenging cases, e.g. if complete marker sets of multiple body parts are missing ... -
Introducing Congestion Avoidance into CUDA Based Crowd Simulation
(The Eurographics Association, 2011)The simulation of larger crowds of peoples at interactive frames rates get more and more important in games and interactive simulations. Crowds contribute significantly to an immersive urban environment. The nature of the ... -
Methods for Measuring State Error for Control of Animated Human Figures
(The Eurographics Association, 2011)Proportional plus Derivative (PD) control has been used widely to calculate the required forces to drive physically-based character animation. This approach requires the measurement of the state error or the difference ... -
XML3D Physics: Declarative Physics Simulation for the Web
(The Eurographics Association, 2011)As interactive 3D graphics has become an integral part of modern Web browsers via the low-level WebGL API [Khr11], it now becomes apparent that higher-level declarative approaches integrated with HTML5 are needed in order ... -
Precomputed Shape Database for Real-Time Physically-Based Simulation
(The Eurographics Association, 2011)Adding dynamically physical properties to virtual objects can not generally be handled in real-time during a simulation. In this paper, we propose a method for handling the real-time physical simulations of arbitrary objects ... -
Adding Physics to Animated Characters with Oriented Particles
(The Eurographics Association, 2011)We present a method to enhance the realism of animated characters by adding physically based secondary motion to deformable parts such as cloth, skin or hair. To this end, we extend the oriented particles approach to ... -
Towards Symmetry Axis based Markerless Motion Capture
(The Eurographics Association, 2011)A natural interaction with virtual environments is one of the key issues for the usability of Virtual Reality applications. Device-free, intuitive interactions with the virtual world can be achieved by capturing the movements ... -
A Study On Perceptual Similarity of Human Motions
(The Eurographics Association, 2011)We perform a user study involving different classes of pre-recorded human motions displayed in abstract form either as stick figures or as point lights. Collecting data on more than 1000 user votes of various triples of ... -
Interactive High-Resolution Boundary Surfaces for Deformable Bodies with Changing Topology
(The Eurographics Association, 2011)Recent work has demonstrated that composite finite-elements provide an effective means for physically based modeling of deformable bodies. In this paper we present a number of highly effective improvements of previous work ... -
SPH Based Shallow Water Simulation
(The Eurographics Association, 2011)We present an efficient method that uses particles to solve the 2D shallow water equations. These equations describe the dynamics of a body of water represented by a height field. Instead of storing the surface heights ... -
Time Adaptive Approximate SPH
(The Eurographics Association, 2011)In this paper, we present two different techniques to accelerate and approximate particle-based fluid simulations. The first technique identifies and employs larger time steps than dictated by the CFL condition. The second ... -
Simulating Inextensible Cloth Using Locking-free Triangle Meshes
(The Eurographics Association, 2011)This paper presents an effcient method for the dynamic simulation of inextensible cloth. The triangle mesh for our cloth model is simulated using an impulse-based approach which is able to solve hard constraints. Using ...