Browsing 34-Issue 7 by Subject "Animation"
Now showing items 1-6 of 6
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Deformable Objects Collision Handling with Fast Convergence
(The Eurographics Association and John Wiley & Sons Ltd., 2015)We present a stable and efficient simulator for deformable objects with collisions and contacts. For stability, an optimization derived from the implicit time integrator is solved in each timestep under the inequality ... -
An Efficient Boundary Handling with a Modified Density Calculation for SPH
(The Eurographics Association and John Wiley & Sons Ltd., 2015)We propose a new boundary handling method for smoothed particle hydrodynamics (SPH). Previous approaches required the use of boundary particles to prevent particles from sticking to the boundary. We address this issue by ... -
Geometrically Exact Simulation of Inextensible Ribbon
(The Eurographics Association and John Wiley & Sons Ltd., 2015)Narrow, inextensible, and naturally flat ribbons have some special and interesting phenomena under isometric deformations. Although a ribbon has a shape between rod and shell, directly applying the geometric representation ... -
Interactive Rigging with Intuitive Tools
(The Eurographics Association and John Wiley & Sons Ltd., 2015)Rigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. ... -
Multi-layer Lattice Model for Real-Time Dynamic Character Deformation
(The Eurographics Association and John Wiley & Sons Ltd., 2015)Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques ... -
TightCCD: Efficient and Robust Continuous Collision Detection using Tight Error Bounds
(The Eurographics Association and John Wiley & Sons Ltd., 2015)We present a realtime and reliable continuous collision detection (CCD) algorithm between triangulated models that exploits the floating point hardware capability of current CPUs and GPUs. Our formulation is based on ...