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Computer Animation and Virtual Worlds

Cover image for Vol. 26 Issue 1

January/February 2015

Volume 26, Issue 1

Pages i–ii, 1–94

  1. Issue Information

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Research Articles
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      Issue information (pages i–ii)

      Article first published online: 13 FEB 2015 | DOI: 10.1002/cav.1616

  2. Editorial

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Research Articles
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      Editorial Issue 26.1 (page 1)

      Nadia Magnenat-Thalmann and Daniel Thalmann

      Article first published online: 13 FEB 2015 | DOI: 10.1002/cav.1634

  3. Research Articles

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Research Articles
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      Fast animation of debris flow with mixed adaptive grid refinement (pages 3–14)

      Changbo Wang, Qiang Zhang, Fanlong Kong and Yusheng Gao

      Article first published online: 10 AUG 2013 | DOI: 10.1002/cav.1542

      Thumbnail image of graphical abstract

      A highly effective method of modeling and animating of debris flow with adaptive grid is presented. With the view-dependent adaptive and boundless grids, two-way coupling interaction between flows and environment is modeled. Different dynamic realistic debris flow scenes with enhanced details based on adaptive surface tension are successfully animating at interactive rates.

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      Streaming 3D deforming surfaces with dynamic resolution control (pages 15–28)

      Lin Zhang, Fei Dou, Zhong Zhou and Wei Wu

      Article first published online: 26 NOV 2013 | DOI: 10.1002/cav.1562

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      In this paper, we introduce an efficient streaming framework based on a decomposing-reconstruction approach, which allows meshes with multi-resolutions to share the same animation simultaneously in real time. The main contribution in this paper are a receiver-based progressive mesh reconstruction approach and a progressive view-dependent technique for frame rate control, as well as an effective interpolation-based optimization approach. The experimental results show that our approach achieves very efficient performance even when deformations of large 3D models are streamed among remote users.

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      Analytical solutions for tree-like structure modelling using subdivision surfaces (pages 29–42)

      Xiaoqiang Zhu, Xiaogang Jin and Lihua You

      Article first published online: 26 NOV 2013 | DOI: 10.1002/cav.1563

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      Skeleton-based tree-like shapes modelling with subdivision surfaces. Closed-form solutions for reverse calculation of the control mesh for Catmull–Clark subdivision.

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      Parallel-optimizing SPH fluid simulation for realistic VR environments (pages 43–54)

      Chen Huang, Jian Zhu, Hanqiu Sun and Enhua Wu

      Article first published online: 28 DEC 2013 | DOI: 10.1002/cav.1564

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      The paper presents a fast and parallel framework for fluid simulation and rendering for interactive virtual reality environments, including an efficient activity-based particle property reuse algorithm for large-scale simulation, and a parallel marching cubes based on histogram pyramid technique for fast fluid surface rendering.

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      Physically-based forehead animation including wrinkles (pages 55–68)

      Mark Warburton and Steve Maddock

      Article first published online: 26 NOV 2013 | DOI: 10.1002/cav.1565

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      A fully physically-based animation approach is presented for efficiently producing realistic-looking animations of facial movement, including expressive wrinkles. Detailed voxel-based models are simulated using a graphics processing unit-based finite element solver. Our flexible approach enables different muscle structures and material parameters to be used, for example, to animate different aged skins.

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      Contour-based polygonal ambient occlusion using a single-depth texture (pages 69–77)

      Sang-Gil Lee and Byeong-Seok Shin

      Article first published online: 18 DEC 2013 | DOI: 10.1002/cav.1567

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      Our method is a new shading approach that uses a depth texture by adding the contour levels and the attenuation by distance. In this method, the contour level is an integer value derived from the depth difference at neighboring texels in the depth texture, with the geometry surrounding a surface point.

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      Realistic and stable simulation of turbulent details behind objects in smoothed-particle hydrodynamics fluids (pages 79–94)

      Xuqiang Shao, Zhong Zhou, Jinsong Zhang and Wei Wu

      Article first published online: 28 JUL 2014 | DOI: 10.1002/cav.1607

      Thumbnail image of graphical abstract

      This paper presents a novel realistic and stable turbulence synthesis method to simulate the turbulent details generated behind objects in SPH fluids. Moreover, in order to efficiently catch turbulent details for rendering, we propose an octree-based adaptive surface reconstruction method for particle-based fluids.

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