vriphys: Workshop in Virtual Reality Interactions and Physical Simulations: Recent submissions
Now showing items 41-60 of 161
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Mechanical Modeling of Three-dimensional Plant Tissue Indented by a Probe
(The Eurographics Association, 2014)Morphogenesis in a developing organism depends on the mechanics of the structural elements of the organism. In plants, typical experiments involve indenting tissues with a probe and measuring the force needed to reach a ... -
Controlling the Shape and Motion of Plumes in Explosion Simulations
(The Eurographics Association, 2014)We propose a fluid simulation method with controlling the shape and motion of rising fire and smoke, called plumes, in the incompressible phase of explosion phenomenon. With our method, plumes are generated based on physical ... -
A p-Multigrid Algorithm using Cubic Finite Elements for Efficient Deformation Simulation
(The Eurographics Association, 2014)We present a novel p-multigrid method for efficient simulation of co-rotational elasticity with higher-order finite elements. In contrast to other multigrid methods proposed for volumetric deformation, the resolution ... -
A Unified Topological-Physical Model for Adaptive Refinement
(The Eurographics Association, 2014)In Computer Graphics, physically-based simulation of deformable objects is a current challenge, and many efficient models have been developed to reach real-time performance. However, these models are often limited when ... -
Efficient Transfer of Contact-Point Local Deformations for Data-Driven Simulations
(The Eurographics Association, 2014)We present a new approach for data-driven deformation enrichment, which requires a much smaller set of examples. The central idea is to reuse deformation samples. This is done by transferring pre-generated examples from ... -
Massively-Parallel Proximity Queries for Point Clouds
(The Eurographics Association, 2014)We present a novel massively-parallel algorithm that allows real-time distance computations between arbitrary 3D objects and unstructured point cloud data. Our main application scenario is collision avoidance for robots ... -
Massively Parallel Batch Neural Gas for Bounding Volume Hierarchy Construction
(The Eurographics Association, 2014)Ordinary bounding volume hierarchy (BVH) construction algorithms create BVHs that approximate the boundary of the objects. In this paper, we present a BVH construction that instead approximates the volume of the objects ... -
Continuous Collision Detection Between Points and Signed Distance Fields
(The Eurographics Association, 2014)We present an algorithm for fast continuous collision detection between points and signed distance fields. Such robust queries are often needed in computer animation, haptics and virtual reality applications, but have so ... -
Initial Steps for the Coupling of JavaScript Physics Engines with X3DOM
(The Eurographics Association, 2013)During the past years, first physics engines based on JavaScript have been developed for web applications. These are capable of displaying virtual scenes much more realistically. Thus, new application areas can be opened ... -
Parallel Collision Detection in Constant Time
(The Eurographics Association, 2013)We prove that the maximum number of intersecting pairs spheres between two sets of polydisperse sphere packings is linear in the worst case. This observation is the basis for a new collision detection algorithm. Our new ... -
RPI-MATLAB-Simulator: A Tool for Efficient Research and Practical Teaching in Multibody Dynamics
(The Eurographics Association, 2013)We present the RPI-MATLAB-Simulator (RPIsim) as an open source tool for research and education in multibody dynamics. RPIsim is designed and organized to be extended. Its modular design allows users to edit or add new ... -
Connective Tissues Simulation on GPU
(The Eurographics Association, 2013)Recent work in the field of medical simulation have led to real advances in the mechanical simulation of organs. However, it is important to notice that, despite the major role they may have in the interaction between ... -
Rethinking Shortest Path: An Energy Expenditure Approach
(The Eurographics Association, 2013)Considering that humans acting in constrained environments do not always plan according to shortest path criteria. rather, they conceptually measure the path which minimises the amount of expended energy. Hence, virtual ... -
Physics-based Human Neck Simulation
(The Eurographics Association, 2013)In deformable character animation, the skin deformation of the neck is important to reproduce believable facial animation. The neck also plays an important role in supporting the head in balance while generating the ... -
Physically-Based Character Skinning
(The Eurographics Association, 2013)In this paper we present a novel multi-layer model for physically-based character skinning. In contrast to geometric approaches which are commonly used in the field of character skinning, physically-based methods can ... -
Exploring the Use of Adaptively Restrained Particles for Graphics Simulations
(The Eurographics Association, 2013)In this paper, we explore the use of Adaptively Restrained (AR) particles for graphics simulations. Contrary to previous methods, Adaptively Restrained Particle Simulations (ARPS) do not adapt time or space sampling, but ... -
Tridiagonal Matrix Formulation for Inextensible Hair Strand Simulation
(The Eurographics Association, 2013)This paper proposes a method to simulate inextensible hair strands using tridiagonal matrix formulation in which distance constraints are formulated as a linear system. The proposed method avoids constructing a full matrix ... -
Multilevel Cloth Simulation using GPU Surface Sampling
(The Eurographics Association, 2013)Today most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances ... -
3D Sketch Recognition for Interaction in Virtual Environments
(The Eurographics Association, 2010)We present a comprehensive 3D sketch recognition framework for interaction within Virtual Environments that allows to trigger commands by drawing symbols, which are recognized by a multi-level analysis. It proceeds in three ... -
A Modular Physical-Simulation Methodology
(The Eurographics Association, 2010)Physical simulation is useful so that the behaviour of objects emerges from the actions performed on them. However, a simulation simulates only one thing: the mechanics of collision behaviour for example. Further physical ...