This research proposes a practical technique for fast animation of materials such as viscoelastic fluids. A fast animation of such materials is desperately desirable especially for real-time applications such as games. We compute the behavior of viscoelastic fluids approximately instead of the exact … Continue reading “A Fast and Practical Method for Animating Particle-Based Viscoelastic Fluids”
Category: Computer Graphics
Volume-Preserving LSM Deformations
Surface deformations based on physically-based simulations are used to represent elastic motions such as human skins or clothes in the field of 3DCG applications. LSM (Lattice Shape Matching) [Rivers and James 2007] has particularly attracted attention as a fast and robust method which achieves elas … Continue reading “Volume-Preserving LSM Deformations”
GPU-based Rendering of Point-based Implicit Surfaces
Implicit surface is a well-known surface representation. Geometric details of an object can be represented using less surface primitives than other representations such as polygonal meshes. In this paper, we propose a fast and a direct rendering method of SLIM (Sparse Low-degree IMplicit) surfaces u … Continue reading “GPU-based Rendering of Point-based Implicit Surfaces”
Direct Point Rendering on GPU
In this paper, we propose a method for directly rendering point sets which only have positional information by using recent graphics processors (GPUs). Almost all the algorithms in our method are processed on GPU. Our point-based rendering algorithms apply an image buffer which has lower-resolution … Continue reading “Direct Point Rendering on GPU”
Controllable Deformable Animations
There is a crucial demand in the computer animation industry to make animations that blend animator-specified expressive motion with physics-based realism. We propose a novel framework to create directable animation of elastically deformable objects. The directable animation is created with animator … Continue reading “Controllable Deformable Animations”
Image-Based Point Rendering and Applications
We propose image-based point rendering (IBPR) for multiple range images from 3D scanners. Our approach is a natural extension of the method called pull-push so as to render scanned points with some measurement errors. Several extensions for rendering range images are proposed. One is a seamless rend … Continue reading “Image-Based Point Rendering and Applications”
Interactive Physically-based Animation for Dense Meshes
In this paper we describe an interactive physically-based animation system for dense meshes. Our method extracts a coarse mesh from an original mesh to make a tetrahedral mesh for the reduction of computational costs. For computing reaction forces we precompute penetration depth values and gradients … Continue reading “Interactive Physically-based Animation for Dense Meshes”
Hardware-Assisted Relief Texture Mapping
Image-Based Rendering by Warping (IBRW) creates three-dimensional scene by deforming several 2D images with depth information. Image-based rendering has an advantage compared to traditional polygon rendering that the rendering time is still constant even if a scene becomes complex. Relief texture ma … Continue reading “Hardware-Assisted Relief Texture Mapping”