Volume 37 (2018)
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Item Reconstructing Flowers from Sketches(The Eurographics Association and John Wiley & Sons Ltd., 2018) Bobenrieth, Cédric; Seo, Hyewon; Cordier, Frédéric; Habibi, Arash; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesAs the symbol of beauty, floral objects have been one of the most popular subjects of artistic drawing. However, designing 3D floral models is generally time- and resource-consuming, because of their structural and geometrical complexity. In this paper, we address the problem of reconstructing floral objects from sketch input. The user draws a relatively clean sketch of a flower and a few additional guide markings from an arbitrary view to rapidly create quality geometric models of flowers. Our system offers a novel modeling scheme compared to several existing flower modelers accepting sketch as input, where the user is required to work with different views, providing step-by-step sketch input. Given the silhouette and the guide strokes, an assumed, common botanical structure is estimated, i.e. a cone for each ring of petals. The cones and the silhouette sketch that we segment into elementary curves are used to retrieve model elements from the pre-constructed shape database. These elements are then placed together around the cone, where an additional, per-element deformation is performed so as to maximize the silhouette similarity between the user sketch and the 3D flower model from the chosen view. Our system has shown to robustly create a variety of flowers in various configurations, including flower models with several petal layers and various blooming degrees, drawn from different views.Item Analyzing Residue Surface Proximity to Interpret Molecular Dynamics(The Eurographics Association and John Wiley & Sons Ltd., 2018) Lichtenberg, Nils; Menges, Raphael; Ageev, Vladimir; George, Ajay Abisheck Paul; Heimer, Pascal; Imhof, Diana; Lawonn, Kai; Jeffrey Heer and Heike Leitte and Timo RopinskiThe surface of a molecule holds important information about the interaction behavior with other molecules. In dynamic folding or docking processes, residues of amino acids with different properties change their position within the molecule over time. The atoms of the residues that are accessible to the solvent can directly contribute to binding interactions, while residues buried within the molecular structure contribute to the stability of the molecule. Understanding patterns and causality of structural changes is important for experts in the pharmaceutical domain, e.g., in the process of drug design. We apply an iterative computation of the Solvent Accessible Surface in order to extract virtual layers of a molecule. The extraction allows to track the movement of residues in the body of the molecule, with respect to the distance of the residue to the surface or the core during dynamics simulations. We visualize the obtained layer information for the complete time span of the molecular dynamics simulation as a 2D-map and for individual time-steps as a 3D-representation of the molecule. The data acquisition has been implemented alongside with further analysis functionality in a prototypical application, which is available to the public domain. We underline the feasibility of our approach with a study from the pharmaceutical domain, where our approach has been used for novel insights into the folding behavior of μ-conotoxins.Item Progressive Multi-Jittered Sample Sequences(The Eurographics Association and John Wiley & Sons Ltd., 2018) Christensen, Per; Kensler, Andrew; Kilpatrick, Charlie; Jakob, Wenzel and Hachisuka, ToshiyaWe introduce three new families of stochastic algorithms to generate progressive 2D sample point sequences. This opens a general framework that researchers and practitioners may find useful when developing future sample sequences. Our best sequences have the same low sampling error as the best known sequence (a particular randomization of the Sobol' (0,2) sequence). The sample points are generated using a simple, diagonally alternating strategy that progressively fills in holes in increasingly fine stratifications. The sequences are progressive (hierarchical): any prefix is well distributed, making them suitable for incremental rendering and adaptive sampling. The first sample family is only jittered in 2D; we call it progressive jittered. It is nearly identical to existing sample sequences. The second family is multi-jittered: the samples are stratified in both 1D and 2D; we call it progressive multi-jittered. The third family is stratified in all elementary intervals in base 2, hence we call it progressive multi-jittered (0,2). We compare sampling error and convergence of our sequences with uniform random, best candidates, randomized quasi-random sequences (Halton and Sobol'), Ahmed's ART sequences, and Perrier's LDBN sequences. We test the sequences on function integration and in two settings that are typical for computer graphics: pixel sampling and area light sampling. Within this new framework we present variations that generate visually pleasing samples with blue noise spectra, and well-stratified interleaved multi-class samples; we also suggest possible future variations.Item Time-Domain Parallelization for Accelerating Cloth Simulation(The Eurographics Association and John Wiley & Sons Ltd., 2018) Liang, Junbang; Lin, Ming C.; Thuerey, Nils and Beeler, ThaboCloth simulations, widely used in computer animation and apparel design, can be computationally expensive for real-time applications. Some parallelization techniques have been proposed for visual simulation of cloth using CPU or GPU clusters and often rely on parallelization using spatial domain decomposition techniques that have a large communication overhead. In this paper, we propose a novel time-domain parallelization technique that makes use of the two-level mesh representation to resolve the time-dependency issue and develop a practical algorithm to smooth the state transition from the corresponding coarse to fine meshes. A load estimation and a load balancing technique used in online partitioning are also proposed to maximize the performance acceleration. Our method achieves a nearly linear performance scaling on manycore clusters and outperforms spatial-domain parallelization on a diverse set of benchmarks.Item Story Albums: Creating Fictional Stories From Personal Photograph Sets(© 2018 The Eurographics Association and John Wiley & Sons Ltd., 2018) Radiano, O.; Graber, Y.; Mahler, M.; Sigal, L.; Shamir, A.; Chen, Min and Benes, BedrichWe present a method for the automatic creation of fictional storybooks based on personal photographs. Unlike previous attempts that summarize such collections by picking salient or diverse photos, or creating personal literal narratives, we focus on the creation of fictional stories. This provides new value to users, as well as an engaging way for people (especially children) to experience their own photographs. We use a graph model to represent an artist‐generated story, where each node is a ‘frame’, akin to frames in comics or storyboards. A node is described by story elements, comprising actors, location, supporting objects and time. The edges in the graph encode connections between these elements and provide the discourse of the story. Based on this construction, we develop a constraint satisfaction algorithm for one‐to‐one assignment of nodes to photographs. Once each node is assigned to a photograph, a visual depiction of the story can be generated in different styles using various templates. We show results of several fictional visual stories created from different personal photo sets and in different styles.We present a method for the automatic creation of fictional storybooks based on personal photographs. Unlike previous attempts that summarize such collections by picking salient or diverse photos, or creating personal literal narratives, we focus on the creation of fictional stories. This provides new value to users, as well as an engaging way for people (especially children) to experience their own photographs. We use a graph model to represent an artist‐generated story, where each node is a ‘frame’, akin to frames in comics or storyboards. A node is described by story elements, comprising actors, location, supporting objects and time. The edges in the graph encode connections between these elements and provide the discourse of the story. Based on this construction, we develop a constraint satisfaction algorithm for one‐to‐one assignment of nodes to photographs. Once each node is assigned to a photograph, a visual depiction of the story can be generated in different styles using various templates.Item Aura Mesh: Motion Retargeting to Preserve the Spatial Relationships between Skinned Characters(The Eurographics Association and John Wiley & Sons Ltd., 2018) Jin, Taeil; Kim, Meekyoung; Lee, Sung-Hee; Gutierrez, Diego and Sheffer, AllaApplying motion-capture data to multi-person interaction between virtual characters is challenging because one needs to preserve the interaction semantics while also satisfying the general requirements of motion retargeting, such as preventing penetration and preserving naturalness. An efficient means of representing interaction semantics is by defining the spatial relationships between the body parts of characters. However, existing methods consider only the character skeleton and thus are not suitable for capturing skin-level spatial relationships. This paper proposes a novel method for retargeting interaction motions with respect to character skins. Specifically, we introduce the aura mesh, which is a volumetric mesh that surrounds a character's skin. The spatial relationships between two characters are computed from the overlap of the skin mesh of one character and the aura mesh of the other, and then the interaction motion retargeting is achieved by preserving the spatial relationships as much as possible while satisfying other constraints. We show the effectiveness of our method through a number of experiments.Item Visual and Quantitative Analysis of Great Arteries' Blood Flow Jets in Cardiac 4D PC-MRI Data(The Eurographics Association and John Wiley & Sons Ltd., 2018) Köhler, Benjamin; Grothoff, Matthias; Gutberlet, Matthias; Preim, Bernhard; Jeffrey Heer and Heike Leitte and Timo RopinskiFlow in the great arteries (aorta, pulmonary artery) is normally laminar with a parabolic velocity profile. Eccentric flow jets are linked to various diseases like aneurysms. Cardiac 4D PC-MRI data provide spatio-temporally resolved blood flow information for the whole cardiac cycle. In this work, we establish a time-dependent visualization and quantification of flow jets. For this purpose, equidistant measuring planes are automatically placed along the vessel's centerline. The flow jet position and region with highest velocities are extracted for every plane in each time step. This is done during pre-processing and without user-defined parameters. We visualize the main flow jet as geometric tube. High-velocity areas are depicted as a net around this tube. Both geometries are time-dependent and can be animated. Quantitative values are provided during cross-sectional measuring plane-based evaluation. Moreover, we offer a plot visualization as summary of flow jet characteristics for the selected plane. Our physiologically plausible results are in accordance with medical findings. Our clinical collaborators appreciate the possibility to view the flow jet in the whole vessel at once, which normally requires repeated pathline filtering due to varying velocities along the vessel course. The overview plots are considered as valuable for documentation purposes.Item Landscaper: A Modeling System for 3D Printing Scale Models of Landscapes(The Eurographics Association and John Wiley & Sons Ltd., 2018) Allahverdi, Kamyar; Djavaherpour, Hessam; Mahdavi-Amiri, Ali; Samavati, Faramarz; Jeffrey Heer and Heike Leitte and Timo RopinskiLandscape models of geospatial regions provide an intuitive mechanism for exploring complex geospatial information. However, the methods currently used to create these scale models require a large amount of resources, which restricts the availability of these models to a limited number of popular public places, such as museums and airports. In this paper, we have proposed a system for creating these physical models using an affordable 3D printer in order to make the creation of these models more widely accessible. Our system retrieves GIS relevant to creating a physical model of a geospatial region and then addresses the two major limitations of affordable 3D printers, namely the limited number of materials and available printing volume. This is accomplished by separating features into distinct extruded layers and splitting large models into smaller pieces, allowing us to employ different methods for the visualization of different geospatial features, like vegetation and residential areas, in a 3D printing context. We confirm the functionality of our system by printing two large physical models of relatively complex landscape regions.Item Single-image Tomography: 3D Volumes from 2D Cranial X-Rays(The Eurographics Association and John Wiley & Sons Ltd., 2018) Henzler, Philipp; Rasche, Volker; Ropinski, Timo; Ritschel, Tobias; Gutierrez, Diego and Sheffer, AllaAs many different 3D volumes could produce the same 2D x-ray image, inverting this process is challenging. We show that recent deep learning-based convolutional neural networks can solve this task. As the main challenge in learning is the sheer amount of data created when extending the 2D image into a 3D volume, we suggest firstly to learn a coarse, fixed-resolution volume which is then fused in a second step with the input x-ray into a high-resolution volume. To train and validate our approach we introduce a new dataset that comprises of close to half a million computer-simulated 2D x-ray images of 3D volumes scanned from 175 mammalian species. Future applications of our approach include stereoscopic rendering of legacy x-ray images, re-rendering of x-rays including changes of illumination, view pose or geometry. Our evaluation includes comparison to previous tomography work, previous learning methods using our data, a user study and application to a set of real x-rays.Item Large‐Scale Pixel‐Precise Deferred Vector Maps(© 2018 The Eurographics Association and John Wiley & Sons Ltd., 2018) Thöny, Matthias; Billeter, Markus; Pajarola, Renato; Chen, Min and Benes, BedrichRendering vector maps is a key challenge for high‐quality geographic visualization systems. In this paper, we present a novel approach to visualize vector maps over detailed terrain models in a pixel‐precise way. Our method proposes a deferred line rendering technique to display vector maps directly in a screen‐space shading stage over the 3D terrain visualization. Due to the absence of traditional geometric polygonal rendering, our algorithm is able to outperform conventional vector map rendering algorithms for geographic information systems, and supports advanced line anti‐aliasing as well as slope distortion correction. Furthermore, our deferred line rendering enables interactively customizable advanced vector styling methods as well as a tool for interactive pixel‐based editing operations.Rendering vector maps is a key challenge for high‐quality geographic visualization systems. In this paper, we present a novel approach to visualize vector maps over detailed terrain models in a pixel‐precise way. Our method proposes a deferred line rendering technique to display vector maps directly in a screen‐space shading stage over the 3D terrain visualization. Due to the absence of traditional geometric polygonal rendering, our algorithm is able to outperform conventional vector map rendering algorithms for geographic information systems, and supports advanced line anti‐aliasing as well as slope distortion correction. Furthermore, our deferred line rendering enables interactively customizable advanced vector styling methods as well as a tool for interactive pixel‐based editing operations.Item DimSUM: Dimension and Scale Unifying Map for Visual Abstraction of DNA Origami Structures(The Eurographics Association and John Wiley & Sons Ltd., 2018) Miao, Haichao; Llano, Elisa De; Isenberg, Tobias; Gröller, Eduard; Barišic, Ivan; Viola, Ivan; Jeffrey Heer and Heike Leitte and Timo RopinskiWe present a novel visualization concept for DNA origami structures that integrates a multitude of representations into a Dimension and Scale Unifying Map (DimSUM). This novel abstraction map provides means to analyze, smoothly transition between, and interact with many visual representations of the DNA origami structures in an effective way that was not possible before. DNA origami structures are nanoscale objects, which are challenging to model in silico. In our holistic approach we seamlessly combine three-dimensional realistic shape models, two-dimensional diagrammatic representations, and ordered alignments in one-dimensional arrangements, with semantic transitions across many scales. To navigate through this large, two-dimensional abstraction map we highlight locations that users frequently visit for certain tasks and datasets. Particularly interesting viewpoints can be explicitly saved to optimize the workflow. We have developed DimSUM together with domain scientists specialized in DNA nanotechnology. In the paper we discuss our design decisions for both the visualization and the interaction techniques. We demonstrate two practical use cases in which our approach increases the specialists' understanding and improves their effectiveness in the analysis. Finally, we discuss the implications of our concept for the use of controlled abstraction in visualization in general.Item Enhanced Visualization of Detected 3D Geometric Differences(© 2018 The Eurographics Association and John Wiley & Sons Ltd., 2018) Palma, Gianpaolo; Sabbadin, Manuele; Corsini, Massimiliano; Cignoni, Paolo; Chen, Min and Benes, BedrichThe wide availability of 3D acquisition devices makes viable their use for shape monitoring. The current techniques for the analysis of time‐varying data can efficiently detect actual significant geometric changes and rule out differences due to irrelevant variations (such as sampling, lighting and coverage). On the other hand, the effective visualization of such detected changes can be challenging when we want to show at the same time the original appearance of the 3D model. In this paper, we propose a dynamic technique for the effective visualization of detected differences between two 3D scenes. The presented approach, while retaining the original appearance, allows the user to switch between the two models in a way that enhances the geometric differences that have been detected as significant. Additionally, the same technique is able to visually hides the other negligible, yet visible, variations. The main idea is to use two distinct screen space time‐based interpolation functions for the significant 3D differences and for the small variations to hide. We have validated the proposed approach in a user study on a different class of datasets, proving the objective and subjective effectiveness of the method.The wide availability of 3D acquisition devices makes viable their use for shape monitoring. The current techniques for the analysis of time‐varying data can efficiently detect actual significant geometric changes and rule out differences due to irrelevant variations (such as sampling, lighting and coverage). On the other hand, the effective visualization of such detected changes can be challenging when we want to show at the same time the original appearance of the 3D model. In this paper, we propose a dynamic technique for the effective visualization of detected differences between two 3D scenes.Item Approximate Program Smoothing Using Mean-Variance Statistics, with Application to Procedural Shader Bandlimiting(The Eurographics Association and John Wiley & Sons Ltd., 2018) Yang, Yuting; Barnes, Connelly; Gutierrez, Diego and Sheffer, AllaWe introduce a general method to approximate the convolution of a program with a Gaussian kernel. This results in the program being smoothed. Our compiler framework models intermediate values in the program as random variables, by using mean and variance statistics. We decompose the input program into atomic parts and relate the statistics of the different parts of the smoothed program. We give several approximate smoothing rules that can be used for the parts of the program. These include an improved variant of Dorn et al. [DBLW15], a novel adaptive Gaussian approximation, Monte Carlo sampling, and compactly supported kernels. Our adaptive Gaussian approximation handles multivariate Gaussian distributed inputs, gives exact results for a larger class of programs than previous work, and is accurate to the second order in the standard deviation of the kernel for programs with certain analytic properties. Because each expression in the program can have multiple approximation choices, we use a genetic search to automatically select the best approximations. We apply this framework to the problem of automatically bandlimiting procedural shader programs. We evaluate our method on a variety of geometries and complex shaders, including shaders with parallax mapping, animation, and spatially varying statistics. The resulting smoothed shader programs outperform previous approaches both numerically and aesthetically.Item Collision-Aware and Online Compression of Rigid Body Simulations via Integrated Error Minimization(The Eurographics Association and John Wiley & Sons Ltd., 2018) Jeruzalski, Timothy; Kanji, John; Jacobson, Alec; Levin, David I. W.; Thuerey, Nils and Beeler, ThaboMethods to compress simulation data are invaluable as they facilitate efficient transmission along the visual effects pipeline, fast and efficient replay of simulations for visualization and enable storage of scientific data. However, all current approaches to compressing simulation data require access to the entire dynamic simulation, leading to large memory requirements and additional computational burden. In this paper we perform compression of contact-dominated, rigid body simulations in an online, error-bounded fashion. This has the advantage of requiring access to only a narrow window of simulation data at a time while still achieving good agreement with the original simulation. Our approach is simulator agnostic allowing us to compress data from a variety of sources. We demonstrate the efficacy of our algorithm by compressing contact-dominated rigid body simulations from a number of sources, achieving compression rates of up to 360 times over raw data size.Item Ellipsoid Packing Structures on Freeform Surfaces(The Eurographics Association and John Wiley & Sons Ltd., 2018) Xu, Qun-Ce; Deng, Bailin; Yang, Yong-Liang; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesDesigners always get good inspirations from fascinating geometric structures gifted by the nature. In the recent years, various computational design tools have been proposed to help generate cell packing structures on freeform surfaces, which consist of a packing of simple primitives, such as polygons, spheres, etc. In this work, we aim at computationally generating novel ellipsoid packing structures on freeform surfaces. We formulate the problem as a generalization of sphere packing structures in the sense that anisotropic ellipsoids are used instead of isotropic spheres to pack a given surface. This is done by defining an anisotropic metric based on local surface anisotropy encoded by principal curvatures and the corresponding directions. We propose an optimization framework that can optimize the shapes of individual ellipsoids and the spatial relation between neighboring ellipsoids to form a quality packing structure. A tailored anisotropic remeshing method is also employed to better initialize the optimization and ensure the quality of the result. Our framework is extensively evaluated by optimizing ellipsoid packing and generating appealing geometric structures on a variety of freeform surfaces.Item An Efficient Hybrid Incompressible SPH Solver with Interface Handling for Boundary Conditions(© 2018 The Eurographics Association and John Wiley & Sons Ltd., 2018) Takahashi, Tetsuya; Dobashi, Yoshinori; Nishita, Tomoyuki; Lin, Ming C.; Chen, Min and Benes, BedrichWe propose a hybrid smoothed particle hydrodynamics solver for efficientlysimulating incompressible fluids using an interface handling method for boundary conditions in the pressure Poisson equation. We blend particle density computed with one smooth and one spiky kernel to improve the robustness against both fluid–fluid and fluid–solid collisions. To further improve the robustness and efficiency, we present a new interface handling method consisting of two components: free surface handling for Dirichlet boundary conditions and solid boundary handling for Neumann boundary conditions. Our free surface handling appropriately determines particles for Dirichlet boundary conditions using Jacobi‐based pressure prediction while our solid boundary handling introduces a new term to ensure the solvability of the linear system. We demonstrate that our method outperforms the state‐of‐the‐art particle‐based fluid solvers.We propose a hybrid smoothed particle hydrodynamics solver for efficiently simulating incompressible fluids using an interface handling method for boundary conditions in the pressure Poisson equation. We blend particle density computed with one smooth and one spiky kernel to improve the robustness against both fluid–fluid and fluid–solid collisions.To further improve the robustness and efficiency, we present a new interface handling method consisting of two components: free surface handling for Dirichlet boundary conditions and solid boundary handling for Neumann boundary conditions.Item Skeletex: Skeleton-texture Co-representation for Topology-driven Real-time Interchange and Manipulation of Surface Regions(The Eurographics Association and John Wiley & Sons Ltd., 2018) Madaras, Martin; Riecický, Adam; Mesároš, Michal; Stuchlík, Martin; Piovarči, Michal; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesMesh processing algorithms depend on quick access to the local neighborhood, which requires costly memory queries. Moreover, even having access to the local neighborhood is not enough to efficiently perform many geometry processing algorithms in an automatic or semi-automatic way. As humans, we often imagine mesh editing at the level of topological information, e.g., altering surface features, adding limbs, etc., which is not supported by current data structures. These limitations come from the widely used mesh representations because the needed information is not implicitly defined by the structure. We propose a novel model representation called Skeletex. Each 3D model is decomposed into two elements: a skeletal structure that encodes the model topology and a vector displacement map to capture fine details of the geometry. Such a co-representation contains the topology information, as well as the information about the local vertex neighborhood at each texel. Additionally, our data structure facilitates an automatic skeleton-based cross-parameterization. This allows us to implement the mesh manipulation tasks in parallel, using a unified streamlined pipeline that directly maps to the GPU. We demonstrate the capabilities of our data structure by implementing surface region transfer and mesh morphing of 3D models.Item FTP-SC: Fuzzy Topology Preserving Stroke Correspondence(The Eurographics Association and John Wiley & Sons Ltd., 2018) Yang, Wenwu; Seah, Hock-Soon; Chen, Quan; Liew, Hong-Ze; Sýkora, Daniel; Thuerey, Nils and Beeler, ThaboStroke correspondence construction is a precondition for vectorized 2D animation inbetweening and remains a challenging problem. This paper introduces the FTP-SC, a fuzzy topology preserving stroke correspondence technique, which is accurate and provides the user more effective control on the correspondence result than previous matching approaches. The method employs a two-stage scheme to progressively establish the stroke correspondence construction between the keyframes. In the first stage, the stroke correspondences with high confidence are constructed by enforcing the preservation of the so-called “fuzzy topology” which encodes intrinsic connectivity among the neighboring strokes. Starting with the high-confidence correspondences, the second stage performs a greedy matching algorithm to generate a full correspondence between the strokes. Experimental results show that the FTP-SC outperforms the existing approaches and can establish the stroke correspondence with a reasonable amount of user interaction even for keyframes with large geometric and spatial variations between strokes.Item Automatic Mechanism Modeling from a Single Image with CNNs(The Eurographics Association and John Wiley & Sons Ltd., 2018) Lin, Minmin; Shao, Tianjia; Zheng, Youyi; Ren, Zhong; Weng, Yanlin; Yang, Yin; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesThis paper presents a novel system that enables a fully automatic modeling of both 3D geometry and functionality of a mechanism assembly from a single RGB image. The resulting 3D mechanism model highly resembles the one in the input image with the geometry, mechanical attributes, connectivity, and functionality of all the mechanical parts prescribed in a physically valid way. This challenging task is realized by combining various deep convolutional neural networks to provide high-quality and automatic part detection, segmentation, camera pose estimation and mechanical attributes retrieval for each individual part component. On the top of this, we use a local/global optimization algorithm to establish geometric interdependencies among all the parts while retaining their desired spatial arrangement. We use an interaction graph to abstract the inter-part connection in the resulting mechanism system. If an isolated component is identified in the graph, our system enumerates all the possible solutions to restore the graph connectivity, and outputs the one with the smallest residual error. We have extensively tested our system with a wide range of classic mechanism photos, and experimental results show that the proposed system is able to build high-quality 3D mechanism models without user guidance.Item Cable Joints(The Eurographics Association and John Wiley & Sons Ltd., 2018) Müller, Matthias; Chentanez, Nuttapong; Jeschke, Stefan; Macklin, Miles; Thuerey, Nils and Beeler, ThaboRobustly and efficiently simulating cables and ropes that are part of a larger system such as cable driven machines, cable cars or tendons in a human or robot is a challenging task. To be able to adapt to the environment, cables are typically modeled as a large number of small segments that are connected via joints. The two main difficulties with this approach are to satisfy the inextensibility constraint and to handle the typically large mass ratio between the small segments and the larger objects they connect. In this paper we present a new approach which solves these problems in a simple and effective way. Our method is based on the idea to simulate the effect of the cables instead of the cables themselves. To this end we propose a new special type of distance constraint we call cable joint that changes both its attachment points and its rest length dynamically. A cable connecting a series of objects is then modeled as a sequence of cable joints which reduces the complexity of the simulation from the order of the number of segments to just the number of connected objects. This makes simulations both faster and more robust as we will demonstrate on a variety of examples.