SCA: Eurographics/SIGGRAPH Symposium on Computer Animation: Recent submissions
Now showing items 181-200 of 481
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Holonomic Collision Avoidance for Virtual Crowds
(The Eurographics Association, 2014)All approaches to simulating human collision avoidance for virtual crowds make simplifications to the underlying behaviour. One of the prevalent simplifications is to ignore it's holonomic aspect (i.e. sidestepping, walking ... -
Efficient Denting and Bending of Rigid Bodies
(The Eurographics Association, 2014)We present a novel method for the efficient denting and bending of rigid bodies without the need for expensive finite element simulations. Denting is achieved by deforming the triangulated surface of the target body based ... -
DenseSense: Interactive Crowd Simulation using Density-Dependent Filters
(The Eurographics Association, 2014)We present a novel algorithm to model density-dependent behaviors in crowd simulation. Our approach aims to generate pedestrian trajectories that correspond to the speed/density relationships that are typically expressed ... -
An Adaptive Virtual Node Algorithm with Robust Mesh Cutting
(The Eurographics Association, 2014)We present a novel virtual node algorithm (VNA) for changing tetrahedron mesh topology to represent arbitrary cutting triangulated surfaces. Our approach addresses a number of shortcomings in the original VNA of [MBF04]. ... -
Fast Grid-Based Nonlinear Elasticity for 2D Deformations
(The Eurographics Association, 2014)We present a deformation technique that constructs 2D warps by using spline curves to specify the starting and target shapes of selected key contours. We generate a two-dimensional deformation map from these contours by ... -
Adaptive Tetrahedral Meshes for Brittle Fracture Simulation
(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 ... -
A Peridynamic Perspective on Spring-Mass Fracture
(The Eurographics Association, 2014)The application of spring-mass systems to the animation of brittle fracture is revisited. The motivation arises from the recent popularity of peridynamics in the computational physics community. Peridynamic systems can be ... -
Stable Orthotropic Materials
(The Eurographics Association, 2014)Isotropic Finite Element Method (FEM) deformable object simulations are widely used in computer graphics. Several applications (wood, plants, muscles) require modeling the directional dependence of the material elastic ... -
Optimization Integrator for Large Time Steps
(The Eurographics Association, 2014)Practical time steps in today's state-of-the-art simulators typically rely on Newton's method to solve large systems of nonlinear equations. In practice, this works well for small time steps but is unreliable at large time ... -
Position-based Elastic Rods
(The Eurographics Association, 2014)We present a novel method to simulate complex bending and twisting of elastic rods. Elastic rods are commonly simulated using force based methods, such as the finite element method. These methods are accurate, but do not ... -
Ocean Waves Animation using Boundary Integral Equations and Explicit Mesh Tracking
(The Eurographics Association, 2014)We tackle deep water simulation in a scalable way, solving 3D irrotational flow using only variables stored in a mesh of the surface of the water, in time proportional to the rendered mesh. The heart of our method is a ... -
Coupling 3D Eulerian, Heightfield and Particle Methods for Interactive Simulation of Large Scale Liquid Phenomena
(The Eurographics Association, 2014)We propose a new method to simulate large scale water phenomena by combining particle, 3D grid and height field methods. In contrast to most hybrid approaches that use particles to simulate foam and spray only, we also ... -
The Intersection Contour Minimization Method for Untangling Oriented Deformable Surfaces
(The Eurographics Association, 2012)The Intersection Contour Minimization (ICM) method [VM06] has been proven to be an effective history-free algorithm for resolving collisions between non-oriented deformable surfaces. In many circumstances, however, surface ... -
Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games
(The Eurographics Association, 2012)Inextensibility is one of the most fundamental properties of cloth. Existing approaches to handle inextensibility often require solving global non-linear systems and remain computationally expensive for computer game uses. ... -
Multi-linear Data-Driven Dynamic Hair Model with Efficient Hair-Body Collision Handling
(The Eurographics Association, 2012)We present a data-driven method for learning hair models that enables the creation and animation of many interactive virtual characters in real-time (for gaming, character pre-visualization and design). Our model has a ... -
Efficient Collision Detection for Brittle Fracture
(The Eurographics Association, 2012)In complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true for fracture simulation, where multiple new objects are dynamically created. In this paper, ... -
Dynamic Units of Visual Speech
(The Eurographics Association, 2012)We present a new method for generating a dynamic, concatenative, unit of visual speech that can generate realistic visual speech animation. We redefine visemes as temporal units that describe distinctive speech movements ... -
Faster Acceleration Noise for Multibody Animations using Precomputed Soundbanks
(The Eurographics Association, 2012)We introduce an efficient method for synthesizing rigid-body acceleration noise for complex multibody scenes. Existing acceleration noise synthesis methods for animation require object-specific precomputation, which is ... -
Controlling Liquids Using Meshes
(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 ... -
Mass-Conserving Eulerian Liquid Simulation
(The Eurographics Association, 2012)We present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small scale details of the free ...