vriphys: Workshop in Virtual Reality Interactions and Physical Simulations: Recent submissions
Now showing items 121-140 of 161
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Partitioning Meshes into Strips using the Enhanced Tunnelling Algorithm (ETA)
(The Eurographics Association, 2006)Triangle meshes are the most used representations for three-dimensional objects, and triangle strips are the organization of triangles mostly used for efficient rendering. Since the problem of optimal strip decomposition ... -
Efficient Updates of Bounding Sphere Hierarchies for Geometrically Deformable Models
(The Eurographics Association, 2006)We present a new approach for efficient collision handling of meshless objects undergoing geometric deformation. The presented technique is based on bounding sphere hierarchies. We show that information of the geometric ... -
Collision Detection between a Complex Solid and a Particle Cloud assisted by Programmable GPU
(The Eurographics Association, 2006)In this work the problem of collision detection (CD) between a Complex Solid and a Particle cloud with autonomous movement is studied. In order to do this, some algorithms and data have been adapted to suit new extensions ... -
Kinetic Separation Lists for Continuous Collision Detection of Deformable Objects
(The Eurographics Association, 2006)We present a new acceleration scheme for continuous collision detection of objects under arbitrary deformations. Both pairwise and self collision detection are presented. This scheme is facilitated by a new acceleration ... -
Local Constraint Methods for Deformable Objects
(The Eurographics Association, 2006)We present a local scheme to enforce non-conflicting geometric constraints for dynamically deforming objects. The approach employs information on the underlying numerical integration method and we present a unified scheme ... -
Animating Shapes at Arbitrary Resolution with Non-Uniform Stiffness
(The Eurographics Association, 2006)We present a new method for physically animating deformable shapes using finite element models (FEM). Contrary to commonly used methods based on tetrahedra, our finite elements are the bounding voxels of a given shape at ... -
Deformable Hybrid Approach for Haptic Interaction
(The Eurographics Association, 2006)A new hybrid approach for deformable models is presented here and carried out in a virtual reality environment, achieving real time performance with haptic interactions. Our implementation consists in using two approaches ... -
Non structured meshes for Cloth GPU simulation using FEM
(The Eurographics Association, 2006)We present a Finite Element Method (FEM) implementation for cloth simulation on the GPU. The advantages of FEM are twofold: the realism of cloth simulations using this method is improved compared with other methods like ... -
3D Mobility Learning and Regression of Articulated, Tracked Robotic Vehicles by Physics-based Optimization
(The Eurographics Association, 2012)Motion planning for robots operating on 3D rough terrain requires the synergy of various robotic capabilities, from sensing and perception to simulation, planning and prediction. In this paper, we focus on the higher level ... -
Policies for Goal Directed Multi-Finger Manipulation
(The Eurographics Association, 2012)We present a method for one-handed task based manipulation of objects. Our approach uses a mid-level multiphase approach to break the problem into three parts, providing an appropriate control strategy for each phase and ... -
OCTAVIS: An Easy-to-Use VR-System for Clinical Studies
(The Eurographics Association, 2012)We present the OCTAVIS system, a novel virtual reality platform developed for rehabilitation and training of patients with brain function disorders. To meet the special requirements of clinical studies, our system has been ... -
Efficient Breast Deformation Simulation
(The Eurographics Association, 2012)Breast surgery might benefit from image guidance, if position and extend of the disease could be visualized in the same breast deformation as the surgery is performed. Such visualizations, however, are challenging to obtain, ... -
Bézier Shell Finite Element for Interactive Surgical Simulation
(The Eurographics Association, 2012)There is a strong need, in surgical simulations, for physically based deformable model of thin or hollow structures. The use of shell theory allows to have a well-founded formulation resulting from continuum mechanics of ... -
Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles
(The Eurographics Association, 2012)We propose a pseudo-physics system and a spine model that can be coupled to generate life-like locomotion animations of quadrupeds and reptiles. The pseudo-physics system uses minimalist particle-based physics and values ... -
Synthesizing Balancing Character Motions
(The Eurographics Association, 2012)This paper presents a novel method for generating balancing character poses by means of a weighted inverse kinematic constraint algorithm. The weighted constraints enable us to control the order of priority so that more ... -
A Packed Memory Array to Keep Moving Particles Sorted
(The Eurographics Association, 2012)Neighbor identification is the most computationally intensive step in particle based simulations. To contain its cost, a common approach consists in using a regular grid to sort particles according to the cell they belong ... -
Real-Time Motion Synthesis for Multiple Goal-Directed Tasks Using Motion Layers
(The Eurographics Association, 2012)In this paper, a work in progress approach of layered motion interpolation method for designing realistic animation sequences for multiple goal-directed tasks is presented. The proposed solution is based on the ability to ... -
An Efficient Surface Reconstruction Pipeline for Particle-Based Fluids
(The Eurographics Association, 2012)In this paper we present an efficient surface reconstruction pipeline for particle-based fluids such as smoothed particle hydrodynamics. After the scalar field computation and the marching cubes based triangulation, we ... -
High-Resolution Simulation of Granular Material with SPH
(The Eurographics Association, 2012)We present an efficient framework for simulating granular material with high visual detail. Our model solves the computationally and numerically critical forces on a coarsely sampled particle simulation. We incorporate a ... -
Real-time Hair Simulation with Efficient Hair Style Preservation
(The Eurographics Association, 2012)Hair can be a prominent feature of characters in real-time games. In this paper, we propose hair simulation with efficient preservation of various hair styles. Bending and twisting effects are crucial to simulate curly or ...