vriphys08ISBN 978-3-905673-70-8https://diglib.eg.org:443/handle/10.2312/10212024-03-28T23:45:53Z2024-03-28T23:45:53ZFrom Interactive to Immersive Molecular DynamicsFérey, NicolasDelalande, OlivierGrasseau, GillesBaaden, Marchttps://diglib.eg.org:443/handle/10.2312/PE.vriphys.vriphys08.089-0962022-03-28T07:15:10Z2008-01-01T00:00:00ZFrom Interactive to Immersive Molecular Dynamics
Férey, Nicolas; Delalande, Olivier; Grasseau, Gilles; Baaden, Marc
Francois Faure and Matthias Teschner
Molecular Dynamics simulations are nowadays routinely used to complement experimental studies and overcome some of their limitations. In particular, current experimental techniques do not allow to directly observe the full dynamics of a macromolecule at atomic detail. Molecular simulation engines provide time-dependent atomic positions, velocities and system energies according to biophysical models. Many molecular simulation engines can now compute a molecular dynamics trajectory of interesting biological systems in interactive time. This progress has lead to a new approach called Interactive Molecular Dynamics. It allows the user to control and visualise a molecular simulation in progress. We have developed a generic library, called MDDriver, in order to facilitate the implementation of such interactive simulations. It allows one to easily create a network connection between a molecular user interface and a physically-based simulation. We use this library in order to study a biomolecular system, simulated by various interaction-enabled molecular engines and models. We use a classical molecular visualisation tool and a haptic device to control the dynamic behavior of the molecule. This approach provides encouraging results for interacting with a biomolecule and understanding its dynamics. Starting from this initial success, we decided to use Virtual Reality (VR) functionalities more intensively, by designing a VR framework dedicated to immersive and interactive molecular simulations. This framework is based on MDDriver, on the visualisation toolkit VTK, and on the vtkVRPN library, which encapsulates the VRPN library into VTK.
2008-01-01T00:00:00ZAudio Texture Synthesis for Complex Contact InteractionsPicard, CecileTsingos, NicolasFaure, Francoishttps://diglib.eg.org:443/handle/10.2312/PE.vriphys.vriphys08.083-0882022-03-28T07:15:09Z2008-01-01T00:00:00ZAudio Texture Synthesis for Complex Contact Interactions
Picard, Cecile; Tsingos, Nicolas; Faure, Francois
Francois Faure and Matthias Teschner
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.
2008-01-01T00:00:00ZA Desktop Virtual Reality System with Physical Animation and Glove InteractionAleotti, JacopoCaselli, Stefanohttps://diglib.eg.org:443/handle/10.2312/PE.vriphys.vriphys08.077-0822022-03-28T07:15:10Z2008-01-01T00:00:00ZA Desktop Virtual Reality System with Physical Animation and Glove Interaction
Aleotti, Jacopo; Caselli, Stefano
Francois Faure and Matthias Teschner
This paper describes the on-going development of a desktop virtual reality system which offers real-time user interaction and realistic physics-based animation of rigid objects. The system is built upon a graphical engine which supports scene graphs, and a physics-based engine which enables collision detection. Full hand pose estimation is achieved through a dataglove and motion tracker. Motion of the user's hand is coupled to a 3D model of the human hand. A virtual grasping algorithm ensures stability and allows manipulation tasks to be performed even on complex shapes such as triangle meshes. The system supports ballistic motion of falling objects and models grasped objects with a spring-damper scheme. Moreover, vibratory output is generated as feedback to the user.
2008-01-01T00:00:00ZA Topology-based Animation Model for the Description of 2D Models with a Dynamic StructureLéon, Pierre-FrançoisSkapin, XavierMeseure, Philippehttps://diglib.eg.org:443/handle/10.2312/PE.vriphys.vriphys08.067-0762022-03-28T07:15:09Z2008-01-01T00:00:00ZA Topology-based Animation Model for the Description of 2D Models with a Dynamic Structure
Léon, Pierre-François; Skapin, Xavier; Meseure, Philippe
Francois Faure and Matthias Teschner
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 highlevel 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.
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