This paper presents a scalable implementation of the Asynchronous Contact Mechanics (ACM) algorithm, a reliable method to simulate flexible material subject to complex collisions and contact geometries.
Computation of bending forces on triangle meshes is required for numerous simulation and geometry processing applications.
We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models.
We show that physically based shading models fail to provide Intuitive artist controls and we introduce a novel approach for creating an art-directable hair shading model from existing physically based models.
We extend the Asynchronous Contact Mechanics algorithm [Harmon et al. 2009] and improve its performance by two orders of magnitude, using only optimizations that do not compromise ACM’s three guarantees of safety, progress, and correctness.
We present a fail-safe that cancels impact but not sliding motion, considerably reducing artificial dissipation.
We present a new method for efficiently simulating art-directable deformable materials.
We propose a technique to control the temporal noise present in sketchy animations.
We present a method for controlling the motions of active deformable characters.
This paper introduces a method for automatic redubbing of video that exploits the many-to-many mapping of phoneme sequences to lip movements modeled as dynamic visemes .
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