{"title":"Audio Texture Synthesis for Complex Contact Interactions","authors":"Cécile Picard-Limpens, N. Tsingos, F. Faure","doi":"10.2312/PE/vriphys/vriphys08/083-088","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys08/083-088","url":null,"abstract":"This paper presents a new synthesis approach for generating contact sounds for interactive simulations. To address complex contact sounds, surface texturing is introduced. Visual textures of objects in the environment are reused as a discontinuity map to create audible position-dependent variations during continuous contacts. The resulting synthetic profiles are then used in real time to provide an excitation force to a modal resonance model of the sounding objects. Compared to previous sound synthesis for virtual environments, our approach has three major advantages: (1) complex contact interactions are addressed and a large variety of sounding events can be rendered, (2) it is fast due to the compact form of the solution which allows for synthesizing at interactive rates, (3) it provides several levels of detail which can be used depending on the desired precision.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116822041","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Topology-based Animation Model for the Description of 2D Models with a Dynamic Structure","authors":"Pierre-François Léon, Xavier Skapin, P. Meseure","doi":"10.2312/PE/vriphys/vriphys08/067-076","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys08/067-076","url":null,"abstract":"This paper presents a model that describes the temporal evolution of 2D-topological structures to represent and control dynamic natural phenomena. As input, the user provides the system with a list of actions that gives a high-level description of the evolution in terms of application-specific operations. As output, a complete representation of the evolution is computed. Our model is composed of three parts: A structural model allowing the temporal representation of both topology and geometry; an event model that aims at detecting topological modifications and ensures consistency between topology and geometry; and a semantic model that simultaneously describes the evolution as a sequence of elementary modifications and manages the history of the various entities of the model. We show the efficiency of the model in the geology field, by studying two well-known phenomena, namely sedimentation and erosion.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134415016","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Simulating Prostate Surgical Procedures with a Discrete Soft Tissue Model","authors":"M. Marchal, E. Promayon, J. Troccaz","doi":"10.2312/PE/vriphys/vriphys06/109-118","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/109-118","url":null,"abstract":"Simulating surgical procedures is still a complex challenge. Either modeling methods or simulators have to take into account specific geometries and properties of the patient organs. In this paper, a new soft tissue modeling method dedicated to prostate surgical interventions is presented. The chosen medical application requires the modeling of a complex anatomical environment including intricate interactions between organs and surgical instruments. We present a discrete model that has been specifically developed to fulfil these requirements. The influence of two particular instruments is studied: needles and ultrasound probe, according to two surgical interventions: biopsy and brachytherapy.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116841648","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Fast Dynamic Simulation of Multi-Body Systems Using Impulses","authors":"Jan Bender, Alfred A. Schmitt","doi":"10.2312/PE/vriphys/vriphys06/081-090","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/081-090","url":null,"abstract":"A dynamic simulation method for multi-body systems is presented in this paper. The special feature of this method is that it satisfies all given constraints by computing impulses. In each simulation step the joint states after the step are predicted. In order to obtain valid states after the simulation step, impulses are computed and applied to the connected bodies. Since a valid joint state is targeted exactly, there is no drift as the simulation proceeds in time and so no additional stabilisation is required. In previous approaches the impulses for a multi-body system were computed iteratively. Since dependencies between joints were not taken into account, the simulation of complex models was slow. A novel method is presented that uses a system of linear equations to describe these dependencies. By solving this typically sparse system the required impulses are determined. This method allows a very fast simulation of complex multi-body systems.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115583625","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Modular Physical-Simulation Methodology","authors":"F. Schanda, P. Willis","doi":"10.2312/PE/vriphys/vriphys10/105-114","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys10/105-114","url":null,"abstract":"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 properties require further simulators and the problems of making them work effectively together escalate. We offer a structured way of making multiple simulations cooperate. The methodology is reviewed, then demonstrated in use with examples of how users might construct novel objects, such as an electric motor, whose properties emerge from the combined effects of the simulations on its components. The approach has potentially wide uses, for example in interactive games, in a virtual teaching laboratory or in interactive virtual museum exhibits. Users can create new objects which behave in predictable ways, discover solutions other than those built in by a game designer or extend a virtual experiment in exploratory ways. For the designer of the game or experiment, our approach requires fewer scripts and gives more play value for the design effort.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123107451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Brownian Dynamics Simulation on the GPU: Virtual Colloidal Suspensions","authors":"C. T. Tran, B. Crespin, M. Cerbelaud, A. Videcoq","doi":"10.2312/vriphys.20151332","DOIUrl":"https://doi.org/10.2312/vriphys.20151332","url":null,"abstract":"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 neighbourhood search to accelerate computations on a single GPU. Our approach for one kind of particle outperforms existing implementations by introducing a novel dynamic test. For bimodal size distributions we also introduce a new algorithm that separates computations for large and small particles, in order to avoid additional friction that is known to restrict diffusive displacements.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"13 12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116775970","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Animating Shapes at Arbitrary Resolution with Non-Uniform Stiffness","authors":"Matthieu Nesme, Y. Payan, F. Faure","doi":"10.2312/PE/vriphys/vriphys06/017-024","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/017-024","url":null,"abstract":"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 arbitrary resolution. This alleviates the complexities and limitations of tetrahedral volume meshing and results in regular, well-conditionned meshes. We show how to build the voxels and how to set the masses and stiffnesses in order to model the physical properties as accurately as possible at any given resolution. Additionally, we extend a fast and robust tetrahedron-FEM approach to the case of hexahedral elements. This permits simulation of arbitrarily complex shapes at interactive rates in a manner that takes into account the distribution of material within the elements.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127414776","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Interactive High-Resolution Boundary Surfaces for Deformable Bodies with Changing Topology","authors":"Jun Wu, C. Dick, Rüdiger Westermann","doi":"10.2312/PE/vriphys/vriphys11/029-038","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys11/029-038","url":null,"abstract":"Recent work has demonstrated that composite finite-elements provide an effective means for physically based modeling of deformable bodies. In this paper we present a number of highly effective improvements of previous work to allow for a high-performance and high-quality simulation of boundary surfaces of deformable bodies with changing topology, for instance, due to cuts and incisions. Starting at a coarse resolution simulation grid, along a cut we perform an adaptive octree refinement of this grid down to a desired resolution and iteratively pull the fine level finite-element equations to the coarse level. In this way, the fine level dynamics can be approximated with a small number of degrees of freedom at the coarse level. By embedding the hierarchical adaptive composite finite-element scheme into a geometric multigrid solver, and by exploiting the fact that during cutting only a small number of cells are modified in each time step, high update rates can be achieved for high resolution surfaces at very good approximation quality. To construct a high quality surface that is accurately aligned with a cut, we employ the dual-contouring approach on the fine resolution level, and we instantly bind the constructed triangle mesh to the coarse grid via geometric constrains.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123285865","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Quaternion Fourier Transform for Character Motions","authors":"Ben Kenwright","doi":"10.2312/vriphys.20151328","DOIUrl":"https://doi.org/10.2312/vriphys.20151328","url":null,"abstract":"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 that the Fourier transform has been used to filter animations by transforming joint signals from the spatial domain to the frequency domain and then applying filtering masks. However, in this paper, we filter motion signals by means of a new approach implemented using hyper-complex numbers, often referred to as Quaternions, to represent angular joint displacements. We use the novel quaternion Fourier transform (QFT) to perform filtering by allowing joint motions to be transformed as a ‘whole’, rather than as individual components. We propose a holistic Fourier transform of the joints to yield a single frequency-domain representation based on the quaternion Fourier coefficients. This opens the door to new types of motion filtering techniques. We apply the concept to the frequency domain for noise reduction of 3-dimensional motions. The approach is based on obtaining the QFT of the joint signals and applying Gaussian filters in the frequency domain. The filtered signals are then reconstructed using the inverse quaternion Fourier transform (IQFT).","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122095810","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Simulating Almost Incompressible Deformable Objects","authors":"Raphael Diziol, D. Bayer, Jan Bender","doi":"10.2312/PE/vriphys/vriphys09/031-037","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys09/031-037","url":null,"abstract":"We present a new method for simulating almost incompressible deformable objects. A tetrahedral model is used to represent and restore the volume during the simulation. A new constraint, which computes impulses in the one-ring of each vertex of the tetrahedral model, is used in order to conserve the initial volume. With different parameters, the presented method can handle a large variety of different deformation behaviors, ranging from stiff to large deformations and even plastic deformations. The algorithm is easy to implement and reduces the volume error to less than 1% in most situations, even when large deformations are applied.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116798096","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}