vriphys: Workshop in Virtual Reality Interactions and Physical Simulations: Recent submissions
Now showing items 61-80 of 161
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GPU Accelerated Needle Insertion Simulation using Meshfree Methods
(The Eurographics Association, 2010)Needle insertion is a common practice used in many different medical procedures. Therefore, simulation of needle insertion is of great importance for multiple purposes such as training, planning and robotic assisted ... -
Simulating Human Collision Avoidance Using a Velocity-Based Approach
(The Eurographics Association, 2010)We present a velocity-based model for realistic collision avoidance among virtual characters. Our approach is elaborated from existing experimental data and is based on the simple hypothesis that an individual tries to ... -
Accelerated Hierarchical Collision Detection for Simulation using CUDA
(The Eurographics Association, 2010)In this article we present a GPU accelerated, hybrid, narrow phase collision detection algorithm for simulation purposes. The algorithm is based on hierarchical bounding volume tree structures of oriented bounding boxes ... -
Normal and Friction Stabilization Techniques for Interactive Rigid Body Constraint-based Contact Force Computations
(The Eurographics Association, 2010)We present a novel, yet simple, method for stabilization of normal forces. A normal stabilization term, carefully designed from hypotheses about interactive usability, is added to the contact force problem. Further, we ... -
Edge Collision Detection in Complex Deformable Environments
(The Eurographics Association, 2010)We present in this paper a simulation framework that allows a precise and efficient handling of collisions and contacts between deformable moving bodies and their environment. The moving bodies are sampled as meshes whose ... -
Boundary Handling and Adaptive Time-stepping for PCISPH
(The Eurographics Association, 2010)We present a novel boundary handling scheme for incompressible fluids based on Smoothed Particle Hydrodynamics (SPH). In combination with the predictive-corrective incompressible SPH (PCISPH) method, the boundary handling ... -
Asynchronous Preconditioners for Efficient Solving of Non-linear Deformations
(The Eurographics Association, 2010)In this paper, we present a set of methods to improve numerical solvers, as used in real-time non-linear deformable models based on implicit integration schemes. The proposed approach is particularly beneficial to simulate ... -
Interactive Deformations with Multigrid Skeletal Constraints
(The Eurographics Association, 2010)In this paper we present an interactive method for simulating deformable objects using skeletal constraints. We introduce a two-way coupling of a finite element model and a skeleton that is attached to this model. The ... -
Interactive Simulation of a Continuum Mechanics based Torsional Thread
(The Eurographics Association, 2010)This paper introduces a continuum mechanics based thread model for use in real-time simulation. The model includes both rotary inertia, shear deformation and torsion. It is based on a three-dimensional beam model, using a ... -
Optimization-based Fluid Simulation on Unstructured Meshes
(The Eurographics Association, 2010)We present a novel approach to fluid simulation, allowing us to take into account the surface energy in a precise manner. This new approach combines a novel, topology-adaptive approach to deformable interface tracking, ... -
A Triangle Bending Constraint Model for Position-Based Dynamics
(The Eurographics Association, 2010)We present a novel bending model and constraint creation method for position-based dynamics. Our new bending model is introduced as an alternative to the current state-of-the-art dihedral bending model. Our model is motivated ... -
A Geometry-Shader-Based Adaptive Mesh Refinement Scheme Using Semiuniform Quad/ Triangle Patches and Warping
(The Eurographics Association, 2010)In the field of garment simulation the resolution of the simulation mesh has a direct impact on visual quality. Unfortunately, an increase in mesh resolution introduces a much higher computational cost and potentially ... -
Topology-based Physical Simulation
(The Eurographics Association, 2010)This paper presents a framework to design mechanical models relying on a topological basis. Whereas naive topological models such as adjacency graphs provide low topological control, the use of efficient topological models ... -
Friction Handling for Penalty-Based Methods
(The Eurographics Association, 2009)In order to handle collisions between interacting deformable objects, the penalty method is widely employed since it is simple to implement and computationally inexpensive. In this paper a novel penalty method for handling ... -
Optimized Impulse-Based Dynamic Simulation
(The Eurographics Association, 2009)The impulse-based dynamic simulation is a recent method to compute physically based simulations. It supports the simulation of rigid-bodies and particles connected by all kinds of implicit constraints. In recent years the ... -
GPU Accelerated Tandem Traversal of Blocked Bounding Volume Hierarchy Collision Detection for Multibody Dynamics
(The Eurographics Association, 2009)The performance bottleneck of physics based animation is often the collision detection. It is well known by practitioners that the collision detection may consume more than half of the simulation time. In this work, we ... -
Nonsmooth Newton Method for Fischer Function Reformulation of Contact Force Problems for Interactive Rigid Body Simulation
(The Eurographics Association, 2009)In interactive physical simulation, contact forces are applied to prevent rigid bodies from penetrating each other. Accurate contact force determination is a computationally hard problem. Thus, in practice one trades ... -
Design of Dynamical Stability Properties in Character Animation
(The Eurographics Association, 2009)Human movements and the collective behavior of interacting characters in crowds can be described by nonlinear dynamical systems. The design of stability properties of dynamical systems has been a core topic in control ... -
Neighboring-based Linear System for Dynamic Meshes
(The Eurographics Association, 2009)A linear system is a fundamental building block for several mesh-based computer graphics applications such as simulation, shape deformation, virtual surgery, and fluid/smoke animation, among others. Nevertheless, such a ... -
A Sub-world Coupling Scheme for Haptic Rendering of Physically-based Rigid Bodies Simulation
(The Eurographics Association, 2009)In the virtual reality context, the use of haptic rendering as an additional sensory modality significantly improves the degree of realism of virtual worlds. The physical realism of the interaction between the user and the ...