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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 ...
Non-Sampled Anti-Aliasing
(The Eurographics Association, 2013)
In this paper we present a parallel method for high-quality edge anti-aliasing in rasterization. In contrast to traditional graphics hardware methods, which rely on massive oversampling to combat aliasing issues, we evaluate ...
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 ...
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 ...
Cloth-Fluid Contact
(The Eurographics Association, 2013)
We present a robust and efficient method for the two-way coupling between particle-based fluid simulations and infinitesimally thin solids represented by triangular meshes. Our approach is based on a hybrid method that ...
Towards Multi-Kernel Ray Tracing for GPUs
(The Eurographics Association, 2013)
Ray tracing is a widely used algorithm to compute images with high visual quality. Mapping ray tracing computations to massively parallel hardware architectures in an efficient manner is a difficult task. Based on an ...
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 ...
Progressive Visibility Caching for Fast Indirect Illumination
(The Eurographics Association, 2013)
Rendering realistic images requires exploring the vast space of all possible paths that light can take between emitters and receivers. Thanks to the advances in rendering we can tackle this problem using different algorithms; ...
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 ...
Visualizing Saline Intrusion in a Three-Dimensional, Heterogeneous, Coastal Aquifer
(The Eurographics Association, 2013)
We visualize remediation scenarios for a coastal aquifer in Oman, where the natural fresh-saltwater interface is negatively affected by groundwater pumping for irrigation. The 3D aquifer is characterized by strong ...