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Multibody dynamics are used in interactive and real-time applications, ranging from computer games to virtual prototyping, and engineering. All these areas strive towards faster and larger scale simulations. Particularly challenging are large-scale simulations with highly organized and structured stacking. We present a stable, robust, and versatile method(More)
Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state-of-the-art report on(More)
In this paper, we present a method for animating multiphase flow of immiscible fluids using unstructured moving meshes. Our underlying discretization is an unstructured tetrahedral mesh, the deformable simplicial complex (DSC), that moves with the flow in a Lagrangian manner. Mesh optimization operations improve element quality and avoid element inversion.(More)
We present a novel approach to fluid simulation, allowing us to take into account the surface energy in a precise manner. This new approach combines a novel, topology-adaptive approach to deformable interface tracking , called the deformable simplicial complexes method (DSC) with an optimization-based, linear finite element method for solving the(More)
In this paper, we present a novel approach to three dimensional human motion estimation from monocular video data. We employ a particle filter to perform the motion estimation. The novelty of the method lies in the choice of state space for the particle filter. Using a non-linear inverse kinematics solver allows us to perform the filtering in end-effector(More)
Tetrahedral meshes are often used for simulating deformable objects. Unlike engineering disciplines that often focuses on accuracy, computer graphics is biased towards stable, robust, and fast methods. In that spirit we present an approach for building an adaptive inward shell of the surface of an object. The goal is to device a simple and fast algorithm(More)
We present a novel bending model and constraint creation method for position-based dynamics. Our new bending model is introduced as an alternative to the current state-of-the-art dihedral bending model. Our model is motivated by geometric principles and operates on virtual triangles. It has the same cheap computational cost as the stick constraint model but(More)