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Characterisation of Position Based Dynamics for Elastic Materials 弹性材料基于位置的动力学特性
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161314
C. Rodero, P. Real, Pedro Zuñeda, C. Monteagudo, M. Lozano, I. García-Fernández
Position Based Dynamics (PBD) methodology is a widely used approach for simulation of deformable bodies in the context of video games. Its main advantages over force based methods are its unconditional stability and its constraint based approach. However, it does not involve physically inspired parameters and its behaviour depends on time step size. This makes it difficult to reproduce a given elastic behaviour. In this work we perform an analysis of the mechanical properties in a PBD elastic system, and compare it to the Finite Element Method (FEM). We propose a methodology to fit the parameters of PBD to simulate a particular Young's modulus and Poisson's ratio.
基于位置的动力学(PBD)方法是一种广泛应用于模拟电子游戏中可变形物体的方法。与基于力的方法相比,它的主要优点是无条件稳定性和基于约束的方法。然而,它不涉及物理激励参数,其行为取决于时间步长。这使得很难重现给定的弹性行为。在这项工作中,我们对PBD弹性系统的力学性能进行了分析,并将其与有限元法(FEM)进行了比较。我们提出了一种拟合PBD参数的方法来模拟特定的杨氏模量和泊松比。
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引用次数: 4
Augmented Reality System to Assist in Manufacturing Processes 增强现实系统,以协助制造过程
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161317
R. Ugarte, N. Barrena, Helen Díez, H. Álvarez, D. Oyarzun
This paper presents the initial results of a research project focused on bringing the Markerless Augmented Reality technology to the advance manufacturing sector. These initial results consist in a completely functional software system where a very simple use case is implemented to validate a set of base technologies. It has been implemented using a conventional camera without placing any markers to not modify the working environment and to not interfere with other industrial systems. Moreover, stability is a strong requirement to obtain a system that is actually useful in a manufacturing environment. Therefore, it is expected that an advanced version of this technology can be applied in an actual industrial use case in a short-to-medium term.
本文介绍了一个研究项目的初步结果,该项目专注于将无标记增强现实技术引入先进制造业。这些初始结果包含在一个功能完整的软件系统中,其中实现了一个非常简单的用例来验证一组基本技术。它已经使用传统相机实现,没有放置任何标记,不会改变工作环境,也不会干扰其他工业系统。此外,稳定性是获得在制造环境中实际有用的系统的强烈要求。因此,预计该技术的高级版本可以在中短期内应用于实际的工业用例中。
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引用次数: 0
Bidirectional Rendering of Polarized Light Transport 偏振光传输的双向渲染
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161309
A. Jarabo, D. Gutierrez
On the foundations of many rendering algorithm is the symmetry between the path traversed by light and its adjoint from the camera. However, several effects, including polarization or fluorescence, break that symmetry and are defined only on the direction of light. This complicates the applicability of bidirectional methods, that exploit the symmetry for effective rendering light transport. In this work we focus on how to include polarization within a bidirectional rendering algorithm. For that, we generalize the path integral to support the constraints imposed by non-symmetric light transport. Based on this theoretical framework, we propose modifications on two bidirectional methods, namely bidirectional path tracing and photon mapping, extending them to support polarization.
在许多绘制算法的基础上,光所穿过的路径与相机的伴随路径之间的对称性。然而,包括偏振或荧光在内的几种效应打破了这种对称性,并且只在光的方向上被定义。这使得双向方法的适用性变得复杂,双向方法利用对称性来有效地呈现光传输。在这项工作中,我们专注于如何在双向渲染算法中包含极化。为此,我们推广了路径积分来支持非对称光输运所施加的约束。基于这一理论框架,我们对双向路径跟踪和光子映射两种双向方法进行了改进,将其扩展到支持偏振。
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引用次数: 6
RehArkanoid: Arduino as a Low-cost Videogame Controller for a Serious Game RehArkanoid: Arduino作为严肃游戏的低成本视频游戏控制器
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161319
Gregorio Soria Tirado, Lidia M. Ortega-Alvarado, F. Paulano-Godino, Francisco Feito Higaruela, Matías Montávez Sánchez
Serious games have been introduced in many areas, especially in training but also in rehabilitation of patients. In this paper we describe the use of Arduino cheap technology to help in wrist rehabilitation. The objective contist of monitoring the patient's wrist movements while playing with a video game. The game has been implemented using the free distribution of the video-game engine Unity.
严肃游戏已被引入许多领域,特别是在训练中,也在病人康复中。在本文中,我们描述了使用Arduino廉价技术来帮助腕部康复。目的是监测患者在玩电子游戏时的手腕运动。游戏是使用视频游戏引擎Unity的免费发行版来实现的。
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引用次数: 0
Deployment of Volume Rendering Interactive Visualizations in Web Platforms With Intersected 3D Geometry 在具有相交三维几何的Web平台上部署体绘制交互可视化
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161312
A. Arbelaiz, A. Moreno, L. Kabongo
Volume rendering is a visualization technique focused in volumetric datasets, which requires a great amount of computational power and memory resources. This situation is even more severe when HTML5 and WebGL implementations are used in ubiquitous platforms to render the virtual scene. This paper presents a WebGL based volume rendering algorithm to support 3D geometries (provided as a set of 3D triangles) inside the volumetric datasets. Implementation details to achieve interactive rates along the volume rendering methods are also discussed.
体绘制是一种针对体数据集的可视化技术,需要大量的计算能力和内存资源。当HTML5和WebGL实现在无处不在的平台上用于渲染虚拟场景时,这种情况就更加严重了。本文提出了一种基于WebGL的体绘制算法来支持体数据集中的三维几何图形(以一组三维三角形的形式提供)。还讨论了沿体绘制方法实现交互速率的实现细节。
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引用次数: 1
Juegos Serios para la Prevención de Caídas en Personas Mayores mediante el uso de Dispositivos RGBD 使用RGBD设备预防老年人跌倒的严肃游戏
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161320
Ines Ayed, Gabriel Moyà Alcover, Pau Martínez-Bueso, J. Varona, Antoni Jaume-i-Capó, Adel Ghazel
Las caidas son un problema grave entre las personas mayores. Diversos estudios han demostrado que el riesgo de caida puede ser minimizado con ejercicio y actividad fisica. Para ello, este trabajo propone dos prototipos de juegos que incluyen tareas para el equilibrio y el control postural para personas mayores. Estos juegos pueden ser integrados en los programas terapeuticos de hospitales y centros de rehabilitacion. A continuacion, se proporciona una descripcion detallada del proceso de diseno y los detalles de implementacion de los juegos propuestos, de los cuales un fisioterapeuta ha proporcionado una validacion preliminar. Como trabajo futuro, se plantea un ensayo clinico para determinar su efectividad.
摔倒是老年人的一个严重问题。各种研究表明,通过锻炼和体育活动,跌倒的风险可以降到最低。这项工作提出了两个游戏原型,其中包括老年人的平衡和姿势控制任务。这些游戏可以整合到医院和康复中心的治疗项目中。以下是对所提议的游戏的设计过程和实施细节的详细描述,理疗师已经提供了初步验证。作为未来的工作,计划进行临床试验以确定其有效性。
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引用次数: 0
Tools for Structural Analysis and Optimization of Procedural Masonry Buildings 程序砌体建筑结构分析与优化工具
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161322
Josep Lluis Fita, G. Besuievsky, G. Patow
We present a set of off-the-shelf tools that will enable structural simulations and optimization into procedural modeled masonry buildings, as historical buildings like cathedrals or churches. For instance, with our tools we are capable of easily knowing whether the roof of a given masonry structure is sound, if it falls down, and, in the later case, even which brick of this structure has moved. For this we integrate a set of custom tools into the available Houdini platform [Sid12], together with the freely available Bullet engine and a set of Python scripts to quickly and efficiently simulate masonry structures.
我们提出了一套现成的工具,将使结构模拟和优化到程序建模砌体建筑,如历史建筑,如大教堂或教堂。例如,用我们的工具,我们能够很容易地知道一个给定的砖石结构的屋顶是否牢固,如果它倒塌了,甚至在后面的情况下,这个结构的哪块砖已经移动了。为此,我们将一组自定义工具集成到可用的胡迪尼平台[Sid12],以及免费提供的Bullet引擎和一组Python脚本,以快速有效地模拟砖石结构。
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引用次数: 1
3DCurator: A 3D Viewer for CTs of Polychromed Wood Sculptures 3D策展人:彩色木雕ct的3D观看者
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161311
Fco. Javier Bolívar, F. J. Melero
We present in this work a new software designed for the 3D documentation of wood sculptures from computer tomography (CT) datasets. The system provides rendering presets and tools that allow the experts to examine the artwork in a more confident and exhaustive manner than using the traditional bidimensional X-ray plate. Most of current available volume rendering tools are very expensive and oriented towards medical datasets, which makes unusable by art curators due to its price and its humanfocused rendering options. We have developed a new system that loads DICOM files and performs rendering operations and several documentation actions, such as taking measurements or extracting slices at any orientation.
在这项工作中,我们提出了一种新的软件,设计用于从计算机断层扫描(CT)数据集的木雕三维文档。该系统提供了渲染预设和工具,使专家能够以比使用传统的二维x射线板更自信和详尽的方式检查艺术品。目前大多数可用的体绘制工具都非常昂贵,并且面向医疗数据集,由于其价格和以人为中心的渲染选项,这使得艺术策展人无法使用。我们已经开发了一个新的系统,它可以加载DICOM文件并执行渲染操作和一些文档操作,例如在任何方向进行测量或提取切片。
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引用次数: 0
Phase Space Data-Driven Simulation of Elastic Materials 弹性材料的相空间数据驱动仿真
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161316
C. Monteagudo, M. Lozano, I. García-Fernández, Francisco Martínez-Gil
The use of data driven models in computer animation offers several benefits. We present an analysis of a regression model as a method to simulate cloth. In our approach, we generate data from a simple mass-spring system and we fit a regressor. Then, we assemble more complex mass-spring systems and use the learnt model to simulate them. To validate the approach we perform several tests. We analyze the elastic properties of a single learnt spring, measuring its stiffness coefficient, and compare it to the original, physics-based, model. We also build several test scenarios which include the simulation of a piece of cloth under gravity, comparing the regression model and the physics-based model. Finally we test the behaviour of the regression model for systems with high stiffness coefficient and compare its stability properties with a semi-implicit Euler integration method.
在计算机动画中使用数据驱动模型有几个好处。我们提出了一种回归模型的分析方法来模拟布料。在我们的方法中,我们从一个简单的质量-弹簧系统生成数据并拟合回归量。然后,我们组装更复杂的质量-弹簧系统,并使用学习到的模型来模拟它们。为了验证该方法,我们执行了几个测试。我们分析了单个学习弹簧的弹性特性,测量了其刚度系数,并将其与原始的基于物理的模型进行了比较。我们还建立了几个测试场景,其中包括一块布在重力下的模拟,比较回归模型和基于物理的模型。最后,我们对高刚度系数系统的回归模型进行了性能测试,并与半隐式欧拉积分法比较了其稳定性。
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引用次数: 0
Crossmodal Perception in Immersive Environments 沉浸式环境中的跨模式感知
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161307
M. Allue, A. Serrano, M. G. Bedia, B. Masiá
With the proliferation of low-cost, consumer level, head-mounted displays (HMDs) such as Oculus VR or Sony's Morpheus, we are witnessing a reappearance of virtual reality. However, there are still important stumbling blocks that hinder the development of applications and reduce the visual quality of the results. Knowledge of human perception in virtual environments can help overcome these limitations. In this paper, within the much-studied area of perception in virtual environments, we chose to look into the less explored area of crossmodal perception, that is, the interaction of different senses when perceiving the environment. In particular, we looked at the influence of sound on visual motion perception in a virtual reality scenario. We first replicated a well-known crossmodal perception experiment, carried out on a conventional 2D display, and then extended it to a 3D head-mounted display (HMD). Next, we performed an additional experiment in which we increased the complexity of the stimuli of the previous experiment, to test whether the effects observed would hold in more realistic scenes. We found that the trend which was previously observed in 2D displays is maintained in HMDs, but with an observed reduction of the crossmodal effect. With more complex stimuli the trend holds, and the crossmodal effect is further reduced, possibly due to the presence of additional visual cues.
随着Oculus VR或索尼Morpheus等低成本、消费级头戴式显示器(hmd)的普及,我们正在见证虚拟现实的重现。然而,仍然有一些重要的绊脚石阻碍了应用程序的开发,降低了结果的视觉质量。了解人类在虚拟环境中的感知可以帮助克服这些限制。在本文中,在研究较多的虚拟环境感知领域中,我们选择研究较少探索的跨模式感知领域,即不同感官在感知环境时的相互作用。特别是,我们研究了虚拟现实场景中声音对视觉运动感知的影响。我们首先在传统的2D显示器上复制了一个著名的跨模态感知实验,然后将其扩展到3D头戴式显示器(HMD)上。接下来,我们进行了一个额外的实验,在这个实验中,我们增加了前一个实验的刺激的复杂性,以测试观察到的效果是否在更现实的场景中成立。我们发现先前在2D显示器中观察到的趋势在hmd中保持,但观察到交叉模态效应减少。对于更复杂的刺激,这种趋势仍然存在,并且可能由于存在额外的视觉线索,交叉效应进一步降低。
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引用次数: 3
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Spanish Computer Graphics Conference
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