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Technical Papers
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