Browsing vriphys12 by Subject "I.3.7 [Computer Graphics]"
Now showing items 1-8 of 8
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An Efficient Surface Reconstruction Pipeline for Particle-Based Fluids
(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
(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
(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 ... -
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 ... -
OCTAVIS: An Easy-to-Use VR-System for Clinical Studies
(The Eurographics Association, 2012)We present the OCTAVIS system, a novel virtual reality platform developed for rehabilitation and training of patients with brain function disorders. To meet the special requirements of clinical studies, our system has been ... -
Real-time Hair Simulation with Efficient Hair Style Preservation
(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 ... -
Real-Time Motion Synthesis for Multiple Goal-Directed Tasks Using Motion Layers
(The Eurographics Association, 2012)In this paper, a work in progress approach of layered motion interpolation method for designing realistic animation sequences for multiple goal-directed tasks is presented. The proposed solution is based on the ability to ... -
Synthesizing Balancing Character Motions
(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 ...