Now showing items 1-7 of 7

    • 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 ...
    • 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 ...
    • 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 ...
    • Synthesizing Balancing Character Motions 

      Kenwright, Ben (The Eurographics Association, 2012)
      This paper presents a novel method for generating balancing character poses by means of a weighted inverse kinematic constraint algorithm. The weighted constraints enable us to control the order of priority so that more ...