VRIPHYS 2015 : 12th Workshop on Virtual Reality Interaction and Physical Simulation, 4-5 Nov 2015, Lyon (France)


Simulation & Character Motion
Quaternion Fourier Transform for Character Motions
Ben Kenwright
Using Personalized Finger Gestures for Navigating Virtual Characters
Christos Ouzounis, Christos Mousas, Christos-Nikolaos Anagnostopoulos, and Paul Newbury
Interleaved Cloth Simulation
Dongsoo Han
Fluids
Implicit Incompressible SPH on the GPU
Prashant Goswami, André Eliasson, and Pontus Franzén
Brownian Dynamics Simulation on the GPU: Virtual Colloidal Suspensions
Công Tâm Tran, Benoît Crespin, Manuella Cerbelaud, and Arnaud Videcoq
Evaluation of Surface Tension Models for SPH-Based Fluid Animations Using a Benchmark Test
Markus Huber, Stefan Reinhardt, Daniel Weiskopf, and Bernhard Eberhardt
A New Force Model for Controllable BreakingWaves
Mathias Brousset, Emmanuelle Darles, Daniel Meneveaux, Pierre Poulin, and Benoît Crespin
Interaction & Control
Level-of-Detail Modal Analysis for Real-time Sound Synthesis
Dominik Rausch, Bernd Hentschel, and Torsten W. Kuhlen
Accurate Contact Modeling for Multi-rate Single-point Haptic Rendering of Static and Deformable Environments
Thomas C. Knott and Torsten W. Kuhlen
Vascular Neurosurgery Simulation with Bimanual Haptic Feedback
Jeremie Dequidt, Eulalie Coevoet, Laurent Thinès, and Christian Duriez
Model Analysis & Techniques
Grid-Free Surface Tracking on the GPU
Nuttapong Chentanez, Matthias Müller, Miles Macklin, and Tae-Yong Kim
A More Efficient Parallel Method For Neighbour Search Using CUDA
Daniel Morillo, Ricardo Carmona, Juan J. Perea, and Juan M. Cordero
Area Preserving Strain Limiting
Dongsoo Han

Recent Submissions

  • Area Preserving Strain Limiting 

    Han, Dongsoo (The Eurographics Association, 2015)
    In this paper we present a novel fast strain-limiting method that allows cloth to preserve its surface area efficiently. By preserving triangle area rather than edge length as other approaches do, this method does not ...
  • Grid-Free Surface Tracking on the GPU 

    Chentanez, Nuttapong; Müller, Matthias; Macklin, Miles; Kim, Tae-Yong (The Eurographics Association, 2015)
    We present the first mesh-based surface tracker that runs entirely on the GPU. The surface tracker is both completely grid-free and fast which makes it suitable for the use in a large, unbounded domain. The key idea for ...
  • A More Efficient Parallel Method For Neighbour Search Using CUDA 

    Morillo, Daniel; Carmona, Ricardo; Perea, Juan J.; Cordero, Juan M. (The Eurographics Association, 2015)
    In particle systems simulation, the procedure of neighbour searching is usually a bottleneck in terms of computational cost. Several techniques have been developed to solve this problem; one of particular interest is the ...
  • Accurate Contact Modeling for Multi-rate Single-point Haptic Rendering of Static and Deformable Environments 

    Knott, Thomas C.; Kuhlen, Torsten W. (The Eurographics Association, 2015)
    Common approaches for the haptic rendering of complex scenarios employ multi-rate simulation schemes. Here, the collision queries or the simulation of a complex deformable object are often performed asynchronously on a ...
  • Level-of-Detail Modal Analysis for Real-time Sound Synthesis 

    Rausch, Dominik; Hentschel, Bernd; Kuhlen, Torsten W. (The Eurographics Association, 2015)
    Modal sound synthesis is a promising approach for real-time physically-based sound synthesis. A modal analysis is used to compute characteristic vibration modes from the geometry and material properties of scene objects. ...
  • Vascular Neurosurgery Simulation with Bimanual Haptic Feedback 

    Dequidt, Jeremie; Coevoet, Eulalie; Thinès, Laurent; Duriez, Christian (The Eurographics Association, 2015)
    Virtual surgical simulators face many computational challenges: they need to provide biophysical accuracy, realistic feed-backs and high-rate responses. Better biophysical accuracy and more realistic feed-backs (be they ...
  • A New Force Model for Controllable Breaking Waves 

    Brousset, Mathias; Darles, Emmanuelle; Meneveaux, Daniel; Poulin, Pierre; Crespin, Benoît (The Eurographics Association, 2015)
    This paper presents a new method for controlling swells and breaking waves using fluid solvers. With conventional approaches that generate waves by pushing particles with oscillating planes, the resulting waves cannot be ...
  • Evaluation of Surface Tension Models for SPH-Based Fluid Animations Using a Benchmark Test 

    Huber, Markus; Reinhardt, Stefan; Weiskopf, Daniel; Eberhardt, Bernhard (The Eurographics Association, 2015)
    We evaluate surface tension models in particle-based fluid simulation systems using smoothed particle hydrodynamics (SPH) with a benchmark test. Our benchmark consists of three experiments and a set of analysis methods ...
  • Brownian Dynamics Simulation on the GPU: Virtual Colloidal Suspensions 

    Tran, Công Tâm; Crespin, Benoît; Cerbelaud, Manuella; Videcoq, Arnaud (The Eurographics Association, 2015)
    Brownian Dynamics simulations are frequently used to describe and study the motion and aggregation of colloidal particles, in the field of soft matter and material science. In this paper, we focus on the problem of ...
  • Implicit Incompressible SPH on the GPU 

    Goswami, Prashant; Eliasson, André; Franzén, Pontus (The Eurographics Association, 2015)
    This paper presents CUDA-based parallelization of implicit incompressible SPH (IISPH) on the GPU. Along with the detailed exposition of our implementation, we analyze various components involved for their costs. We show ...
  • Interleaved Cloth Simulation 

    Han, Dongsoo (The Eurographics Association, 2015)
    Implicit integration is a standard for stiff spring-based cloth simulation because of its stability. However constraints are useful to simulate various physical behaviors such as contact collisions or interaction with rigid ...
  • Using Personalized Finger Gestures for Navigating Virtual Characters 

    Ouzounis, Christos; Mousas, Christos; Anagnostopoulos, Christos-Nikolaos; Newbury, Paul (The Eurographics Association, 2015)
    In this paper, we present and evaluate a method to navigate a character into a virtual environment based on personalized finger gestures. The methodology that has been developed allows a user to generate his/her own finger ...
  • Quaternion Fourier Transform for Character Motions 

    Kenwright, Ben (The Eurographics Association, 2015)
    The Fourier transform plays a crucial role in a broad range of signal processing applications, including enhancement, restoration, analysis, and compression. Since animated motions comprise of signals, it is no surprise ...
  • Frontmatter: Workshop on Virtual Reality Interactions and Physical Simulations 

    Jaillet, Fabrice; Zara, Florence; Zachmann, Gabriel (The Eurographics Association, 2015)