SCA: Eurographics/SIGGRAPH Symposium on Computer Animation: Recent submissions
Now showing items 61-80 of 481
-
Physically-Based Droplet Interaction
(ACM, 2017)In this paper we present a physically-based model for simulating realistic interactions between liquid droplets in an e cient manner. Our particle-based system recreates the coalescence, separation and fragmentation ... -
A Micropolar Material Model for Turbulent SPH Fluids
(ACM, 2017)In this paper we introduce a novel micropolar material model for the simulation of turbulent inviscid fluids. The governing equations are solved by using the concept of Smoothed Particle Hydrodynamics (SPH). As already ... -
Evaporation and Condensation of SPH-based Fluids
(ACM, 2017)In this paper we present a method to simulate evaporation and condensation of liquids. Therefore, both the air and liquid phases have to be simulated. We use, as a carrier of vapor, a coarse grid for the air phase and ... -
Fully Asynchronous SPH Simulation
(ACM, 2017)We present a novel method for fully asynchronous time integration of particle-based fluids using smoothed particle hydrodynamics (SPH). With our approach, we allow a dedicated time step for each particle. Therefore, we are ... -
Density Maps for Improved SPH Boundary Handling
(ACM, 2017)In this paper, we present the novel concept of density maps for robust handling of static and rigid dynamic boundaries in fluid simulations based on Smoothed Particle Hydrodynamics (SPH). In contrast to the vast majority ... -
Interactive Physically-Based Sound Design of 3D Model using Material Optimization
(The Eurographics Association, 2016)Physically-based sound rendering enriches 3D animation. However, it is difficult to make an object with a given shape produce a specific sound using physically-based sound rendering because the user would need to define ... -
Large-Scale Finite State Game Engines
(The Eurographics Association, 2016)This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to ... -
Real-Time Sound Synthesis for Paper Material Based on Geometric Analysis
(The Eurographics Association, 2016)In this article, we present the first method to generate plausible sounds while animating crumpling virtual paper in real time. Our method handles shape-dependent friction and crumpling sounds which typically occur when ... -
CANVAS: Computer-Assisted Narrative Animation Synthesis
(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, ... -
Hierarchical hp-Adaptive Signed Distance Fields
(The Eurographics Association, 2016)In this paper we propose a novel method to construct hierarchical hp-adaptive Signed Distance Fields (SDFs). We discretize the signed distance function of an input mesh using piecewise polynomials on an axis-aligned ... -
Deployable 3D Linkages with Collision Avoidance
(The Eurographics Association, 2016)We present a pipeline that allows ordinary users to create deployable scissor linkages in arbitrary 3D shapes, whose mechanisms are inspired by Hoberman's Sphere. From an arbitrary 3D model and a few user inputs, our method ... -
Position and Orientation Based Cosserat Rods
(The Eurographics Association, 2016)We present a novel method to simulate bending and torsion of elastic rods within the position-based dynamics (PBD) framework. The main challenge is that torsion effects of Cosserat rods are described in terms of material ... -
Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching
(The Eurographics Association, 2016)Shape matching is a popular method for simulating deformable objects in real time as it is fast and stable at large time steps. Although shape matching can simulate large elastic deformation and ductile fracturing, until ... -
A Data-driven Model for Lane-changing in Traffic Simulation
(The Eurographics Association, 2016)In this paper, we propose a new data-driven model to simulate the process of lane-changing in traffic simulation. Specifically, we first extract the features from surrounding vehicles that are relevant to the lane-changing ... -
Dynamic Group Behaviors for Interactive Crowd Simulation
(The Eurographics Association, 2016)We present a new algorithm to simulate dynamic group behaviors for interactive multi-agent crowd simulation. Our approach is general and makes no assumption about the environment, shape, or size of the groups.We use the ... -
Accurate Simulation of Wound Healing and Skin Deformation
(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 ... -
Art-Directed Muscle Simulation for High-End Facial Animation
(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 ... -
Building and Animating User-Specific Volumetric Face Rigs
(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 ... -
Repurposing Hand Animation for Interactive Applications
(The Eurographics Association, 2016)In this paper we describe a method for automatically animating interactive characters based on an existing corpus of key-framed hand-animation. The method learns separate low-dimensional embeddings for subsets of the ... -
Compressing Fluid Subspaces
(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 ...