Now showing items 1-20 of 84

    • Accurate Simulation of Wound Healing and Skin Deformation 

      Feess, Stefan; Kurfiss, Kathrin; Fedkiw, Ronald P.; Michels, Dominik L. (The Eurographics Association, 2016)
      We devise a method for the accurate simulation of wound healing and skin deformation. This is based on adequate formulations modeling the underlying biological processes. Cell movements and proliferation are described by ...
    • Accurate Surface Embedding for Higher Order Finite Elements 

      Suwelack, Stefan; Lukarski, Dimitar; Heuveline, Vincent; Dillmann, Rüdiger; Speidel, Stefanie (ACM SIGGRAPH / Eurographics Association, 2013)
      In this paper we present a novel approach to efficiently simulate the deformation of highly detailed meshes using higher order finite elements (FE). An efficient algorithm based on non-linear optimization is proposed in ...
    • Adaptive Tetrahedral Meshes for Brittle Fracture Simulation 

      Koschier, Dan; Lipponer, Sebastian; Bender, Jan (The Eurographics Association, 2014)
      We present a method for the adaptive simulation of brittle fracture of solid objects based on a novel reversible tetrahedral mesh refinement scheme. The refinement scheme preserves the quality of the input mesh to a large ...
    • Anisotropic Friction for Deformable Surfaces and Solids 

      Pabst, Simon; Thomaszewski, Bernhard; Straßer, Wolfgang (ACM SIGGRAPH / Eurographics Association, 2009)
      This paper presents a method for simulating anisotropic friction for deforming surfaces and solids. Frictional contact is a complex phenomenon that fuels research in mechanical engineering, computational contact mechanics, ...
    • Art-Directed Muscle Simulation for High-End Facial Animation 

      Cong, Matthew; Bhat, Kiran S.; Fedkiw, Ronald P. (The Eurographics Association, 2016)
      We propose a new framework for the simulation of facial muscle and flesh that so significantly improves the technique that it allows for immediate mainstream use of anatomically and biomechanically accurate muscle models ...
    • Artistic Simulation of Curly Hair 

      Iben, Hayley; Meyer, Mark; Petrovic, Lena; Soares, Olivier; Anderson, John; Witkin, Andrew (ACM SIGGRAPH / Eurographics Association, 2013)
      Artistic simulation of hair presents many challenges - ranging from incorporating artistic control to dealing with extreme motions of characters. Additionally, in a production environment, the simulation needs to be fast ...
    • Asynchronous Implicit Backward Euler Integration 

      Zhao, Danyong; Li, Yijing; Barbic, Jernej (The Eurographics Association, 2016)
      In standard deformable object simulation in computer animation, all the mesh elements or vertices are timestepped synchronously, i.e., under the same timestep. Previous asynchronous methods have been largely limited to ...
    • Building and Animating User-Specific Volumetric Face Rigs 

      Ichim, Alexandru-Eugen; Kavan, Ladislav; Nimier-David, Merlin; Pauly, Mark (The Eurographics Association, 2016)
      Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as ...
    • CANVAS: Computer-Assisted Narrative Animation Synthesis 

      Kapadia, Mubbasir; Frey, Seth; Shoulson, Alexander; Sumner, Robert W.; Gross, Markus (The Eurographics Association, 2016)
      Despite the maturity in solutions for animating expressive virtual characters, innovations realizing the creative intent of story writers have yet to make the same strides. The key challenge is to provide an accessible, ...
    • Cloning Crowd Motions 

      Li, Yi; Christie, Marc; Siret, Orianne; Kulpa, Richard; Pettré, Julien (The Eurographics Association, 2012)
      This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large crowds from existing examples of motions of groups of characters by applying an enhanced copy and paste technique on them. ...
    • Combining Marker-based Mocap and RGB-D Camera for Acquiring High-fidelity Hand Motion Data 

      Zhao, Wenping; Chai, Jinxiang; Xu, Ying-Qing (The Eurographics Association, 2012)
      Motion capture data has been pivotal to the success of creating realistic animation for human characters. There are a number of public full-body motion databases available, but large and heterogeneous databases for hand ...
    • Component-based Locomotion Composition 

      Kim, Yejin; Neff, Michael (The Eurographics Association, 2012)
      When generating locomotion, it is particularly challenging to adjust the motion's style. This paper introduces a component-based system for human locomotion composition that drives off a set of example locomotion clips. ...
    • Compressing Fluid Subspaces 

      Jones, Aaron Demby; Sen, Pradeep; Kim, Theodore (The Eurographics Association, 2016)
      Subspace fluid simulations, also known as reduced-order simulations, can be extremely fast, but also require basis matrices that consume an enormous amount of memory. Motivated by the extreme sparsity of Laplacian ...
    • Consistent Surface Model for SPH-based Fluid Transport 

      Orthmann, Jens; Hochstetter, Hendrik; Bader, Julian; Bayraktar, Serkan; Kolb, Andreas (ACM SIGGRAPH / Eurographics Association, 2013)
      Surface effects play an essential role in fluid simulations. A vast number of dynamics including wetting of surfaces, cleansing, and foam dynamics are based on surface-surface and surface-bulk interactions, which in turn ...
    • Constrained Neighbor Lists for SPH-based Fluid Simulations 

      Winchenbach, Rene; Hochstetter, Hendrik; Kolb, Andreas (The Eurographics Association, 2016)
      In this paper we present a new approach to create neighbor lists with strict memory bounds for incompressible Smoothed Particle Hydrodynamics (SPH) simulations. Our proposed approach is based on a novel efficient ...
    • Contact-Invariant Optimization for Hand Manipulation 

      Mordatch, Igor; Popovic, Zoran; Todorov, Emanuel (The Eurographics Association, 2012)
      We present a method for automatic synthesis of dexterous hand movements, given only high-level goals specifying what should happen to the object being manipulated. Results are presented on a wide range of tasks including ...
    • Control of Rotational Dynamics for Ground Behaviors 

      Brown, David F.; Macchietto, Adriano; Yin, KangKang; Zordan, Victor (ACM SIGGRAPH / Eurographics Association, 2013)
      This paper proposes a physics-based framework to generate rolling behaviors with significant rotational components. The proposed technique is a general approach for guiding coordinated action that can be layered over ...
    • Controlling Liquids Using Meshes 

      Raveendran, Karthik; Thuerey, Nils; Wojtan, Chris; Turk, Greg (The Eurographics Association, 2012)
      We present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping ...
    • Creature Features: Online motion puppetry for non-human characters 

      Seol, Yeongho; O'Sullivan, Carol; Lee, Jehee (ACM SIGGRAPH / Eurographics Association, 2013)
      We present a novel real-time motion puppetry system that drives the motion of non-human characters using human motion input. We aim to control a variety of creatures whose body structures and motion patterns can differ ...
    • Data-driven Glove Calibration for Hand Motion Capture 

      Wang, Yingying; Neff, Michael (ACM SIGGRAPH / Eurographics Association, 2013)
      Hand motion is an important component of human motion, playing a central role in communication. However, it is difficult to capture hand motion optically, especially in conjunction with full body motion. Due to a lack of ...