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We cull collisions between very large numbers of moving bodies using graphics processing units (GPUs). To perform massively parallel sweep-and-prune (SaP), we mitigate the great density of intervals along the axis of sweep by using principal component analysis to choose the best sweep direction, together with spatial subdivisions to further reduce the… (More)

We present a sliced data structure that is effective for use in neighboring particle search for particle-based simulations. In this method, a grid is dynamically constructed to fit to a particle distribution. Rather than computing the grid to fit perfectly to the particle distribution, it compute a grid with some margin to the distribution. This lowers the… (More)

A theory for obtaining a waveform for the effective entrainment of a weakly forced oscillator is presented. Phase model analysis is combined with calculus of variation to derive a waveform with which entrainment of an oscillator is achieved with a minimum power forcing signal. Optimal waveforms are calculated from the phase response curve and a solution to… (More)

The appearance of hair plays a critical role in synthesizing realistic looking human characters. However, due to the high complexity in hair geometry and the scattering nature of hair fibers, rendering hair with photorealistic quality and at interactive speeds remains as an open problem in computer graphics. Previous approaches attempt to simplify the… (More)

In this paper, we propose an improved computation model of wall boundary in Smoothed Particle Hydrodynamics, a particle method for fluid simulation. Generally, particle methods calculate a wall boundary by converting it to wall particles. The proposed method uses a distance function calculated from a polygon model as a wall boundary. As a result, fluid… (More)

We propose a sketch-based system to design volume data from scratch. The user splits a surface model and paints brush strokes to volumetrically fill the 3D space. We extend exisiting sketch-based modeling systems in various ways. First, we use the cross-sectional plane as the interface to design internal structures. Second, the predefined surface geometries… (More)

As physical laws govern the motion of objects around us, a physically-based simulation plays an important role in computer graphics. For instance, the motion of a fluid, which is difficult to generate by hand, can be produced by solving the governing equations. Acceleration of a simulation is one of the most important research themes because the speed and… (More)

Rigid body simulations are used often in games. Because of the computational cost, a large scale simulation is not feasible in real time. However, with the increased performance of GPUs, achieving a larger-scale simulation in real time becomes more realistic. A rigid body simulation is too complicated to implement on the GPU in a straightforward manner. One… (More)