Technical Papers
Sounds & Solids
Wednesday, 24 July 3:45 PM - 5:35 PM
Session Chair: Paul Kry, McGill University
Wednesday, 24 July 3:45 PM - 5:35 PM
Session Chair: Paul Kry, McGill University
A novel technique that accurately models realistic acoustic effects such as diffraction, scattering, focusing, and echoes in large, open scenes at real‐time rates.
Ravish Mehra
University of North Carolina at Chapel Hill
Nikunj Raghuvanshi
Microsoft Research
Lakulish Antani
University of North Carolina at Chapel Hill
Anish Chandak
University of North Carolina at Chapel Hill
Sean Curtis
University of North Carolina at Chapel Hill
Dinesh Manocha
University of North Carolina at Chapel Hill
A physically based sound synthesis framework that takes one example recording and automatically determines the material parameters for modal synthesis, capturing the inherent material quality of the recording. Automatically adding sound effects to virtual environment applications is simplified!
Zhimin Ren
University of North Carolina at Chapel Hill
Hengchin Yeh
University of North Carolina at Chapel Hill
Ming C. Lin
University of North Carolina at Chapel Hill
A Eulerian‐on‐Lagrangian solid simulator that leverages a mixed formulation to alleviate many of the shortcomings of purely Eulerian and purely Lagrangian simulation methods.
Ye Fan
The University of British Columbia
Joshua Litven
The University of British Columbia
David Levin
The University of British Columbia
Dinesh Pai
The University of British Columbia
A radial-view-based culling method in conjunction with skeletons for continuous self-collision detection, aiming at the closed triangular mesh that represents the surface of a model.
Sai-Keung Wong
National Chiao Tung University
Wen-Chieh Lin
National Chiao Tung University
Chun-Hung Hung
National Chiao Tung University
Yi-Jheng Huang
National Chiao Tung University
Lii Shing-Yeu
National Chiao Tung University
A new method to simulate the destruction of large and complex objects. Instead of static pre-fracturing typically used in games, the method applies user-defined fracture patterns dynamically, allowing impact-dependent destruction into an unlimited number of pieces, fast enough to be used in games.
Matthias Müller-Fischer
NVIDIA Corporation
Nuttapong Chentanez
NVIDIA Corporation
Tae-Yong Kim
NVIDIA Corporation