{"title":"The use of Tetrahedra to Detect Collisions","authors":"F. Madera-Ramírez, A. M. Day, S. Laycock","doi":"10.2312/PE/vriphys/vriphys06/121-122","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/121-122","url":null,"abstract":"We present an algorithm for collision detection by filling the free space between the objects involved. We compute the closest regions of a pair of objects, and update them during the running simulation. The algorithm is fast because the process depends on the number of neighbouring features of a vertex, the region, and not on all the features of the object. Furthermore, our algorithm is accurate because it deals directly with the features of the objects. This work deals with convex objects, and forms the first part of the general approach for deformable objects.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"136 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":"124546874","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}
Daniel Morillo, R. Carmona-Galán, J. J. Perea, Juan M. Cordero
{"title":"A More Efficient Parallel Method For Neighbour Search Using CUDA","authors":"Daniel Morillo, R. Carmona-Galán, J. J. Perea, Juan M. Cordero","doi":"10.2312/vriphys.20151339","DOIUrl":"https://doi.org/10.2312/vriphys.20151339","url":null,"abstract":"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 cell–based spatial division, where each cell is tagged by a hash function. One of the most useful features of this technique is that it can be easily parallelized to reduce computational costs. However, the parallelizing process has some drawbacks associated to data memory management. Also, when parallelizing neighbour search, the location of neighbouring particles between adjacent cells is also costly. To solve these shortcomings we have developed a method that reduces the search space by considering the relative position of each particles in its own cell. This method, parallelized using CUDA, shows improvements in processing time and memory management over other “standard” spatial division techniques.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"40 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":"122575692","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":"Real-time Hair Simulation with Efficient Hair Style Preservation","authors":"D. Han, T. Harada","doi":"10.2312/PE/vriphys/vriphys12/045-051","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys12/045-051","url":null,"abstract":"Hair 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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"76 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":"121031788","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}
M. Castañeda, Felipe Altamirano del Monte, F. A. Cosío
{"title":"Virtual Resectoscope Interface for a Surgery Simulation Training System of the Prostate","authors":"M. Castañeda, Felipe Altamirano del Monte, F. A. Cosío","doi":"10.2312/PE/vriphys/vriphys06/101-108","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/101-108","url":null,"abstract":"In this work is presented the current state of the development of a virtual resectocope interface for a surgery simulation system for training Transurethral Resection of the Prostate (TURP). The interface consists of two parts, the (cid:2)rst part is a mechatronics device that emulates a real resectosope and allows to perform the most important movements of the surgical tool during a TURP. The second part is a software interface that consist on a collision detection mechanism that allows to calculate in real-time the interactions between the mechatronic device and the deformable tissue model of the prostate, in order to simulate tissue resection and deformation. The current prototype has (cid:2)ve degrees of freedom, which are enough to have a realistic simulation of the surgery movements. The results show that the interface is suitable for a real-time surgery simulation training system of the prostate without force feedback.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"1 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":"125688690","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}
J. Georgii, Daniel Lagler, C. Dick, Rüdiger Westermann
{"title":"Interactive Deformations with Multigrid Skeletal Constraints","authors":"J. Georgii, Daniel Lagler, C. Dick, Rüdiger Westermann","doi":"10.2312/PE/vriphys/vriphys10/039-047","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys10/039-047","url":null,"abstract":"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 skeleton pose is determined via inverse kinematics. The target positions of joints are either given by user interactions or forces imposed by the surrounding deformable body. The movement of the deformable body either follows the movement of the skeleton thereby respecting physical constraints imposed by the underlying deformation model, or the movement is determined from user-defined external forces. Due to the proposed two-way coupling, the skeleton and the deformable body constrain each other’s movement, thus allowing for an intuitive and realistic animation of soft bodies. To realize the two-way coupling we propose the efficient embedding of the constraints into a geometric multigrid scheme to solve the governing equations of deformable body motion. We present a greedy approach that propagates the constraints to coarser hierarchy levels, and we show that this approach can significantly improve the convergence rate of the multigrid solver.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"1 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":"125813538","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}
Juan José Jiménez-Delgado, C. Ogáyar, R. Segura, F. Feito-Higueruela
{"title":"Collision Detection between a Complex Solid and a Particle Cloud assisted by Programmable GPU","authors":"Juan José Jiménez-Delgado, C. Ogáyar, R. Segura, F. Feito-Higueruela","doi":"10.2312/PE/vriphys/vriphys06/043-052","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/043-052","url":null,"abstract":"In this work the problem of collision detection (CD) between a Complex Solid and a Particle cloud with au-tonomous movement is studied. In order to do this, some algorithms and data have been adapted to suit new extensions of the new generations of programmable graphics cards. These types of graphics cards allow more (cid:3)ex-ible programming in order to solve problems not-related to visualization process. We use a representation based on simplicial coverings as well as a structure named Tetra-Tree in order to represent and classify the simplices of complex objects. With this type of representation the operations carried out in CD are more robust and ef(cid:2)cient than those used in classic algorithms, so it is not necessary to decompose the complex object into more simple pieces. We also propose some implementation alternatives and give a study of their performance. Categories and Subject Descriptors (according to ACM CCS) : I.3.5 Graphics]: Geometric algorithms, languages and systems; Curve, surface, solid, and object representations. I.3.6 Graphics]: Methodol-ogy and Techniques; Graphics data structures and data types.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"19 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":"126315667","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":"Occlusion-Based Snow Accumulation Simulation","authors":"David Foldes, Bedrich Benes","doi":"10.2312/PE/vriphys/vriphys07/035-041","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys07/035-041","url":null,"abstract":"We present a fast technique for the simulation of accumulated snow. Our technique is based on two phenomena; local occlusion of small holes and ditches, and the global influence of a skylight. We use ambient occlusion to predict the shape and location of snow accumulation and direct illumination from the skylight to simulate the melting and sublimation of snow as dissipation. The snow is simulated as a 3D layer that is added to the input scene. Our technique is a fast approximation and does not aim to be used for small and local features within a simulation. A scene with over 500k triangles can be calculated in about seven minutes on a standard computer and the major part of the calculation runs on the GPU. Results of our algorithm should be used for large distance views.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"27 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":"128717285","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":"Explicit Integrators Analysis for a Simulation Engine","authors":"Marcos García, J. M. Espadero, Angel Rodríguez","doi":"10.2312/PE/vriphys/vriphys06/119-120","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/119-120","url":null,"abstract":"One of the most significant elements when dealing with particle based object modeling in virtual reality applications is the integrator used to compute the state of the particles, because it grants the deformation stability of the scene objects. This paper presents a study of the response achieved by a set of integrators applied to a multiresolution mass-spring model used in a virtual reality environment. The dynamic of the animation engine has been adapted to each one of the tested integrators, comparing the different responses obtained in each case taking into account the efficiency and the stability of the object dynamics.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"103 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":"133676196","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}
Christos A. Ouzounis, Christos Mousas, C. Anagnostopoulos, Paul F. Newbury
{"title":"Using Personalized Finger Gestures for Navigating Virtual Characters","authors":"Christos A. Ouzounis, Christos Mousas, C. Anagnostopoulos, Paul F. Newbury","doi":"10.2312/vriphys.20151329","DOIUrl":"https://doi.org/10.2312/vriphys.20151329","url":null,"abstract":"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 gestures that are associated with the actions of a character. Specifically, in a pre-processing stage, the user wishes to perform specific gestures for specific actions of a character creating a dataset of gestures. During the runtime of the application, Dynamic Time Warping (DTW) and template matching methods were used to compute the similarity of the input and examples of gestures. The system recognizes the input gesture of a user and generates the motion required to navigate a character into the virtual environment. To demonstrate the efficiency and possible use of such a character navigation method, a number of users participated in an evaluation process. The results of the evaluation process indicate the possible use of personalized finger gestures for navigating a character into a virtual environment.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"55 4 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":"116571432","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":"Towards Symmetry Axis based Markerless Motion Capture","authors":"P. Hartmann, S. Kahn, U. Bockholt, Arjan Kuijper","doi":"10.2312/PE/vriphys/vriphys11/073-082","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys11/073-082","url":null,"abstract":"A natural interaction with virtual environments is one of the key issues for the usability of Virtual Reality applications. Device-free, intuitive interactions with the virtual world can be achieved by capturing the movements of the user with markerless motion capture. In this work we present a markerless motion capture approach which can be used to estimate the human body pose in real-time with a single depth camera. The presented approach requires neither a 3D shape model of the tracked person nor a training phase in which body shapes are learned a priori. Instead, it analyzes the curvature of the human body to estimate the symmetry axes of the body joints. These symmetry axes are then used to calculate the pose of the tracked human in real-time. The presented approach was evaluated qualitatively with a time-of-flight and a Kinect depth camera. Furthermore, quantitative simulation results show that the proposed approach is promising for depth cameras which can reliably capture the surface curvature (and thus the normals) of a person and which have a resolution of at least 320x240 pixel.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"87 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":"129310551","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}