Now showing items 1-19 of 19

    • Animating Shapes at Arbitrary Resolution with Non-Uniform Stiffness 

      Nesme, Matthieu; Payan, Yohan; Faure, François (The Eurographics Association, 2006)
      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 ...
    • Collision Detection between a Complex Solid and a Particle Cloud assisted by Programmable GPU 

      Jiménez, Juan J.; Ogáyar, Carlos J.; Segura, Rafael J.; Feito, Francisco R. (The Eurographics Association, 2006)
      In this work the problem of collision detection (CD) between a Complex Solid and a Particle cloud with autonomous movement is studied. In order to do this, some algorithms and data have been adapted to suit new extensions ...
    • Deformable Hybrid Approach for Haptic Interaction 

      Mero, Maximo G.; Susin, A. (The Eurographics Association, 2006)
      A new hybrid approach for deformable models is presented here and carried out in a virtual reality environment, achieving real time performance with haptic interactions. Our implementation consists in using two approaches ...
    • Efficient Updates of Bounding Sphere Hierarchies for Geometrically Deformable Models 

      Spillmann, J.; Becker, M.; Teschner, M. (The Eurographics Association, 2006)
      We present a new approach for efficient collision handling of meshless objects undergoing geometric deformation. The presented technique is based on bounding sphere hierarchies. We show that information of the geometric ...
    • Explicit Integrators Analysis for a Simulation Engine 

      García, Marcos; Espadero, José Miguel; Rodríguez, Angel (The Eurographics Association, 2006)
      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 ...
    • Fast Dynamic Simulation of Multi-Body Systems Using Impulses 

      Bender, Jan; Schmitt, Alfred A. (The Eurographics Association, 2006)
      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 ...
    • Kinetic Separation Lists for Continuous Collision Detection of Deformable Objects 

      Weller, Rene; Zachmann, Gabriel (The Eurographics Association, 2006)
      We present a new acceleration scheme for continuous collision detection of objects under arbitrary deformations. Both pairwise and self collision detection are presented. This scheme is facilitated by a new acceleration ...
    • Local Constraint Methods for Deformable Objects 

      Gissler, Marc; Becker, Markus; Teschner, Matthias (The Eurographics Association, 2006)
      We present a local scheme to enforce non-conflicting geometric constraints for dynamically deforming objects. The approach employs information on the underlying numerical integration method and we present a unified scheme ...
    • Non structured meshes for Cloth GPU simulation using FEM 

      Rodriguez-Navarro, J.; Susin, A. (The Eurographics Association, 2006)
      We present a Finite Element Method (FEM) implementation for cloth simulation on the GPU. The advantages of FEM are twofold: the realism of cloth simulations using this method is improved compared with other methods like ...
    • Partitioning Meshes into Strips using the Enhanced Tunnelling Algorithm (ETA) 

      Porcu, Massimiliano B.; Scateni, Riccardo (The Eurographics Association, 2006)
      Triangle meshes are the most used representations for three-dimensional objects, and triangle strips are the organization of triangles mostly used for efficient rendering. Since the problem of optimal strip decomposition ...
    • Position Based Dynamics 

      Müller, Matthias; Heidelberger, Bruno; Hennix, Marcus; Ratcliff, John (The Eurographics Association, 2006)
      The most popular approaches for the simulation of dynamic systems in computer graphics are force based. Internal and external forces are accumulated from which accelerations are computed based on Newton's second law of ...
    • Real Time Simulation of Phaco-emulsification for Cataract Surgery Training 

      Agus, Marco; Gobbetti, Enrico; Pintore, Giovanni; Zanetti, Gianluigi; Zorcolo, Antonio (The Eurographics Association, 2006)
      We present a real-time simulation of the phaco-emulsification task in a virtual reality training system for cataract surgery. Phaco-emulsification consists in breaking in small fragments and completely removing the eye ...
    • Simulating Prostate Surgical Procedures with a Discrete Soft Tissue Model 

      Marchal, Maud; Promayon, Emmanuel; Troccaz, Jocelyne (The Eurographics Association, 2006)
      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 ...
    • Stable Collision Response Method in Complex Interactions 

      Hernantes, J.; Diaz, I.; Alvarez, H.; Borro, D. (The Eurographics Association, 2006)
      Haptic technology is quite recent and therefore in many cases it is difficult to simulate real contacts or interactions with a high sensation of realism. Collision response methods that calculate the force-feedback tend ...
    • Stable Interactive Cutting of Deformable Objects 

      Jerábková, L.; Jerábek, J.; Chudoba, R.; Kuhlen, T. (The Eurographics Association, 2006)
      In this paper we present a novel approach for stable interactive cutting of deformable objects in virtual environments. Our method is based on the extended finite elements method, allowing for a modeling of discontinuities ...
    • A study of the Manipulability of the PHANToM OMNI Haptic Interface 

      Martín, José San; Triviño, Gracián (The Eurographics Association, 2006)
      When a haptic interface is going to be used as a part of a computational system a design criteria consist of maximizing the coincidence between the application 3D space and the physical volume where the haptic device ...
    • The use of Tetrahedra to Detect Collisions 

      Madera, F. A.; Day, A. M.; Laycock, S. D. (The Eurographics Association, 2006)
      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 ...
    • Virtual reality training system for portal selection in shoulder arthroscopy 

      Fernández-Arroyo, José Manuel Fernández; Beriso, Sofía Bayona; Moya, Carolina Gómez; Carro, Lauren García (The Eurographics Association, 2006)
      In arthroscopy, the first step is to choose the correct position and orientation of the entry points (portals) by palpating the osseous references. We have built a virtual reality training system for placement of the ...
    • Virtual Resectoscope Interface for a Surgery Simulation Training System of the Prostate 

      Padilla, Miguel A.; Monte, Felipe Altamirano del; Cosio, Fernando Arambula (The Eurographics Association, 2006)
      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 ...