Browsing vriphys13 by Subject "I.3.7 [Computer Graphics]"
Now showing items 1-6 of 6
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Initial Steps for the Coupling of JavaScript Physics Engines with X3DOM
(The Eurographics Association, 2013)During the past years, first physics engines based on JavaScript have been developed for web applications. These are capable of displaying virtual scenes much more realistically. Thus, new application areas can be opened ... -
Multilevel Cloth Simulation using GPU Surface Sampling
(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
(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
(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
(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
(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 ...