Technical Papers

From Rigid to Soft

Friday, 17 December | 11:00 AM - 12:45 PM | Room E1-E4

Presented in English / 영어로 발표 됨

Session Chair

JeHee Lee

TOG Article: 154

Real-Time Collision Culling of a Million Bodies on Graphics Processing Units

A very fast, parallel, broad-phase collision-culling algorithm that can deal with a million objects. The algorithm is integrated with real-time simulation of particle dynamics and rigid-body dynamics.

Fuchang Liu
Ewha Womans University

Takahiro Harada
Advanced Micro Devices, Inc.

Youngeun Lee
Ewha Womans University

Young J. Kim
Ewha Womans University

TOG Article: 155

Piles of Objects

This method for directly modeling piles of objects in multibody simulations improves computation time and achieves accurate or desired piling effects.

Shu-Wei Hsu
Texas A&M University

John Keyser
Texas A&M University

TOG Article: 156

Multi-Resolution Isotropic Strain Limiting

A fast multi-resolution, isotropic strain-limiting method that is straightforward to implement, efficient to use, and applicable to a wide range of shell and solid materials.

Huamin Wang
University of California, Berkeley

James O'Brien
University of California, Berkeley

Ravi Ramamoorthi
University of California, Berkeley

TOG Article: 157

Animation Wrinkling: Augmenting Coarse Cloth Simulations With Realistic-Looking Wrinkles

Moving cloth exhibits dynamic, complex wrinkles. Existing wrinkling methods are computationally expensive and require significant user expertise. This alternative approach augments existing coarse-cloth animation with realistic-looking dynamic wrinkles.

Damien Rohmer
Grenoble University - LJK

Tiberiu Popa
ETH Zurich

Marie-Paule Cani
Grenoble Universités and INRIA

Stefanie Hahmann
Grenoble Universités

Alla Sheffer
The University of British Columbia