vriphys12
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Browsing vriphys12 by Subject "I.3.7 [Computer Graphics]"
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Item An Efficient Surface Reconstruction Pipeline for Particle-Based Fluids(The Eurographics Association, 2012) Akinci, Gizem; Akinci, Nadir; Ihmsen, Markus; Teschner, Matthias; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinIn 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 post process the surface mesh by applying surface decimation and subdivision algorithms. In comparison to existing approaches, the decimation step alleviates the particle alignment related bumpiness very efficiently and reduces the number of triangles in flat regions. Later, the subdivision step ensures that the non-smooth regions are smoothed in a performance friendly way which allows our approach to run significantly faster by using lower resolution marching cubes grids. The presented pipeline is applicable to particle position data sets in a frame by frame basis. Throughout the paper, we present both visual and performance comparisons with different parameter settings, and with a state-of-the-art surface reconstruction technique. Our results demonstrate that in comparison to other approaches with comparable surface quality, our pipeline runs 15 to 20 times faster with up to 80% less memory and secondary storage consumption.Item Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles(The Eurographics Association, 2012) Karim, Ahmad Abdul; Meyer, Alexandre; Gaudin, Thibaut; Buendia, Axel; Bouakaz, Saida; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinWe 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 of the gait pattern to generate the sinusoidal-like ballistic movement of the pelvis observed in nature. While the spine model uses simple geometry-based calculations and 3D Hermite curves to generate a flexible spine model, giving the animated creatures more agility. Our final system is totally controllable by the user in order to generate any desired style.Item High-Resolution Simulation of Granular Material with SPH(The Eurographics Association, 2012) Ihmsen, Markus; Wahl, Arthur; Teschner, Matthias; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinWe 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 new frictional boundary force into an existing continuum-based method which enables realistic interactions and a more robust simulation. Visual realism is achieved by coupling a set of highly resolved particles with the base simulation at low computational costs. Thereby, visual details can be added which are not resolved by the base simulation.Item An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation(The Eurographics Association, 2012) Faure, Xavier; Zara, Florence; Jaillet, Fabrice; Moreau, Jean-MichelThe realistic and interactive simulation of deformable objects has become a challenge in Computer Graphics. In this paper, we propose a GPU implementation of the resolution of the mechanical equations, using a semi-implicit as well as an implicit integration scheme. At the contrary of the classical FEM approach, forces are directly computed at each node of the discretized objects, using the evaluation of the strain energy density of the elements. This approach allows to mix several mechanical behaviors in the same object. Results show a notable speedup of 30, especially in the case of complex scenes. Running times shows that this efficient implementation may contribute to make this model more popular for soft bodies simulations.Item OCTAVIS: An Easy-to-Use VR-System for Clinical Studies(The Eurographics Association, 2012) Dyck, Eugen; Zell, Eduard; Kohsik, Agnes; Grewe, Philip; Winter, York; Piefke, Martina; Botsch, Mario; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinWe 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 designed with ease of use, patient safety, ease of maintenance, space and cost efficiency in mind. Patients are sitting on a rotating office chair in the center of eight touch screen displays arranged in octagon around them, thereby providing a 360 horizontal panorama view. Navigation is intuitively controlled through chair rotation and a joystick in the armrest. A touch interface enables easy object selection. The OCTAVIS system has been successfully deployed to four hospitals. We report first results of clinical studies conducted with patients and control groups, demonstrating that our system is immersive, easy to use, and supportive for rehabilitation purposes.Item Real-time Hair Simulation with Efficient Hair Style Preservation(The Eurographics Association, 2012) Han, Dongsoo; Harada, Takahiro; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinHair 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 wavy hair. We propose local and global shape constraints and parallel methods to update local and global transforms to find goal positions. All three methods show good visual quality and take only a small fraction of rendering time. This simulation runs on the GPU and works smoothly as a part of rendering pipeline. Simulating around 20,000 strands composed of total 0.22 million vertices takes less than 1 millisecond. Simulation parameters such as stiffness or number of iterations for shape constraints can be manipulated by users interactively. It helps designers choose the right parameters for various hair styles and conditions. Also the simulation can handle various situations interactively.Item Real-Time Motion Synthesis for Multiple Goal-Directed Tasks Using Motion Layers(The Eurographics Association, 2012) Mousas, Christos; Newbury, Paul; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinIn 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 extract and synthesize different motions (in layers), while trying to efficiently reconstruct a natural-looking character's posture in real time. The proposed solution is examined for the case in which running, jumping, and reaching motions are combined. However, in addressing multiple goals fulfilled by a character in complex environments, as well as those involving complex motions, it is necessary to define the best way to handle and reconstruct the information from a motion capture database. Finally, because the character's posture should be as natural looking as possible, a simple centre of mass approach is proposed, to give desirable results at specific time steps.Item Synthesizing Balancing Character Motions(The Eurographics Association, 2012) Kenwright, Ben; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinThis 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 important conditions such as balancing can take priority over less important ones. Maintaining a balancing pose enables us to create a variety of physically accurate motions (e.g., stepping, crouching). Balancing is achieved by controlling the location of the overall centre of mass of an articulated character; while the secondary constraints generate poses from end-effectors and trajectory information to provide continuous character movement. The poses are created by taking into account physical properties of the articulated character, that include joint mass, size, strength and angular limits. We demonstrate the successfulness of our method by generating balancing postures that are used to produce controllable character motions with physically accurate properties; likewise, our method is computationally fast, flexible and straightforward to implement.