Now showing items 1-5 of 5

    • Multilevel Cloth Simulation using GPU Surface Sampling 

      Schmitt, Nikolas; Knuth, Martin; Bender, Jan; Kuijper, Arjan (The Eurographics Association, 2013)
      Today most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances ...
    • Physically-Based Character Skinning 

      Deul, Crispin; Bender, Jan (The Eurographics Association, 2013)
      In this paper we present a novel multi-layer model for physically-based character skinning. In contrast to geometric approaches which are commonly used in the field of character skinning, physically-based methods can ...
    • Physics-based Human Neck Simulation 

      Luo, Zhiping; Pronost, Nicolas; Egges, Arjan (The Eurographics Association, 2013)
      In deformable character animation, the skin deformation of the neck is important to reproduce believable facial animation. The neck also plays an important role in supporting the head in balance while generating the ...
    • Rethinking Shortest Path: An Energy Expenditure Approach 

      Mousas, Christos; Newbury, Paul; Anagnostopoulos, Christos-Nikolaos (The Eurographics Association, 2013)
      Considering that humans acting in constrained environments do not always plan according to shortest path criteria. rather, they conceptually measure the path which minimises the amount of expended energy. Hence, virtual ...
    • Tridiagonal Matrix Formulation for Inextensible Hair Strand Simulation 

      Han, Dongsoo; Harada, Takahiro (The Eurographics Association, 2013)
      This paper proposes a method to simulate inextensible hair strands using tridiagonal matrix formulation in which distance constraints are formulated as a linear system. The proposed method avoids constructing a full matrix ...