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.
{"title":"Characterisation of Position Based Dynamics for Elastic Materials","authors":"C. Rodero, P. Real, Pedro Zuñeda, C. Monteagudo, M. Lozano, I. García-Fernández","doi":"10.2312/CEIG.20161314","DOIUrl":"https://doi.org/10.2312/CEIG.20161314","url":null,"abstract":"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.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125498200","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}
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.
{"title":"Augmented Reality System to Assist in Manufacturing Processes","authors":"R. Ugarte, N. Barrena, Helen Díez, H. Álvarez, D. Oyarzun","doi":"10.2312/CEIG.20161317","DOIUrl":"https://doi.org/10.2312/CEIG.20161317","url":null,"abstract":"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.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115056369","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}
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.
{"title":"Bidirectional Rendering of Polarized Light Transport","authors":"A. Jarabo, D. Gutierrez","doi":"10.2312/CEIG.20161309","DOIUrl":"https://doi.org/10.2312/CEIG.20161309","url":null,"abstract":"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.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130269994","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}
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.
{"title":"RehArkanoid: Arduino as a Low-cost Videogame Controller for a Serious Game","authors":"Gregorio Soria Tirado, Lidia M. Ortega-Alvarado, F. Paulano-Godino, Francisco Feito Higaruela, Matías Montávez Sánchez","doi":"10.2312/CEIG.20161319","DOIUrl":"https://doi.org/10.2312/CEIG.20161319","url":null,"abstract":"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.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120841187","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}
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.
{"title":"Deployment of Volume Rendering Interactive Visualizations in Web Platforms With Intersected 3D Geometry","authors":"A. Arbelaiz, A. Moreno, L. Kabongo","doi":"10.2312/CEIG.20161312","DOIUrl":"https://doi.org/10.2312/CEIG.20161312","url":null,"abstract":"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.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114834001","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}
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.
{"title":"Juegos Serios para la Prevención de Caídas en Personas Mayores mediante el uso de Dispositivos RGBD","authors":"Ines Ayed, Gabriel Moyà Alcover, Pau Martínez-Bueso, J. Varona, Antoni Jaume-i-Capó, Adel Ghazel","doi":"10.2312/CEIG.20161320","DOIUrl":"https://doi.org/10.2312/CEIG.20161320","url":null,"abstract":"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.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124358214","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}
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.
{"title":"Tools for Structural Analysis and Optimization of Procedural Masonry Buildings","authors":"Josep Lluis Fita, G. Besuievsky, G. Patow","doi":"10.2312/CEIG.20161322","DOIUrl":"https://doi.org/10.2312/CEIG.20161322","url":null,"abstract":"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.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124567946","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}
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.
{"title":"3DCurator: A 3D Viewer for CTs of Polychromed Wood Sculptures","authors":"Fco. Javier Bolívar, F. J. Melero","doi":"10.2312/CEIG.20161311","DOIUrl":"https://doi.org/10.2312/CEIG.20161311","url":null,"abstract":"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.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132517527","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}
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.
{"title":"Phase Space Data-Driven Simulation of Elastic Materials","authors":"C. Monteagudo, M. Lozano, I. García-Fernández, Francisco Martínez-Gil","doi":"10.2312/CEIG.20161316","DOIUrl":"https://doi.org/10.2312/CEIG.20161316","url":null,"abstract":"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.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129567715","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}
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.
{"title":"Crossmodal Perception in Immersive Environments","authors":"M. Allue, A. Serrano, M. G. Bedia, B. Masiá","doi":"10.2312/CEIG.20161307","DOIUrl":"https://doi.org/10.2312/CEIG.20161307","url":null,"abstract":"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.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132535269","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}