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Grid-Free Surface Tracking on the GPU GPU上的无网格表面跟踪
Pub Date : 1900-01-01 DOI: 10.2312/vriphys.20151338
N. Chentanez, Matthias Müller, M. Macklin, Tae-Yong Kim
We present the first mesh-based surface tracker that runs entirely on the GPU. The surface tracker is both completely grid-free and fast which makes it suitable for the use in a large, unbounded domain. The key idea for handling topological changes is to detect and delete overlapping triangles as well as triangles that lie inside the volume. The holes are then joined or closed in a robust and efficient manner. Good mesh quality is maintained by a mesh improvement algorithm. In this paper we describe how all these steps can be parallelized to run efficiently on a GPU. The surface tracker is guaranteed to produce a manifold mesh without boundary. Our results show the quality and efficiency of the method in both Eulerian and Lagrangian liquid simulations. Our parallel implementation runs more than an order of magnitude faster than the CPU version.
我们提出了第一个完全在GPU上运行的基于网格的表面跟踪器。表面跟踪器是完全无网格和快速,这使得它适合在一个大的,无界的领域使用。处理拓扑变化的关键思想是检测和删除重叠的三角形以及位于体积内的三角形。然后以一种坚固而有效的方式连接或关闭孔。通过网格改进算法保持良好的网格质量。在本文中,我们描述了如何将所有这些步骤并行化以在GPU上高效运行。表面跟踪器保证生成无边界的流形网格。结果表明,该方法在欧拉和拉格朗日液体模拟中均具有良好的质量和效率。我们的并行实现运行速度比CPU版本快一个数量级以上。
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引用次数: 1
Accurate Contact Modeling for Multi-rate Single-point Haptic Rendering of Static and Deformable Environments 静态和可变形环境的多速率单点触觉渲染的精确接触建模
Pub Date : 1900-01-01 DOI: 10.2312/vriphys.20151336
T. Knott, T. Kuhlen
Common approaches for the haptic rendering of complex scenarios employ multi-rate simulation schemes. Here, the collision queries or the simulation of a complex deformable object are often performed asynchronously on a lower frequency, while some kind of intermediate contact representation is used to simulate interactions on the haptic rate. However, this can produce artifacts in the haptic rendering when the contact situation quickly changes and the intermediate representation is not able to reflect the changes due to the lower update rate. We address this problem utilizing a novel contact model. It facilitates the creation of contact representations that are accurate for a large range of motions and multiple simulation time-steps. We handle problematic convex contact regions using a local convex decomposition and special constraints for convex areas. We combine our accurate contact model with an implicit temporal integration scheme to create an intermediate mechanical contact representation, which reflects the dynamic behavior of the simulated objects. Moreover, we propose a new iterative solving scheme for the involved constrained dynamics problems. We increase the robustness of our method using techniques from trust region-based optimization. Our approach can be combined with standard methods for the modeling of deformable objects or constraint-based approaches for the modeling of, for instance, friction or joints. We demonstrate its benefits with respect to the simulation accuracy and the quality of the rendered haptic forces in multiple scenarios.
复杂场景的触觉渲染常用方法采用多速率仿真方案。在这里,碰撞查询或复杂可变形对象的模拟通常在较低的频率上异步执行,而在触觉速率上使用某种中间接触表示来模拟交互。然而,当接触情况快速变化时,中间表示由于更新率较低而无法反映变化,这可能会在触觉渲染中产生伪影。我们利用一种新的接触模型来解决这个问题。它有助于创建接触表示,对于大范围的运动和多个仿真时间步长是准确的。我们使用局部凸分解和凸区域的特殊约束来处理有问题的凸接触区域。我们将精确的接触模型与隐式时间积分方案相结合,创建了反映模拟对象动态行为的中间机械接触表示。此外,对于所涉及的约束动力学问题,我们提出了一种新的迭代求解方案。我们使用基于信任区域的优化技术来提高方法的鲁棒性。我们的方法可以与可变形对象建模的标准方法或基于约束的建模方法相结合,例如,摩擦或关节。我们在多个场景中展示了它在模拟精度和渲染触觉力质量方面的好处。
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引用次数: 3
Interactive Simulation of a Continuum Mechanics based Torsional Thread 基于连续介质力学的扭螺纹交互仿真
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys10/049-058
K. Larsson, G. Wallgren, M. Larson
This paper introduces a continuum mechanics based thread model for use in real-time simulation. The model includes both rotary inertia, shear deformation and torsion. It is based on a three-dimensi ...
本文介绍了一种基于连续介质力学的线程模型,用于实时仿真。该模型包括旋转惯量、剪切变形和扭转。它是基于一个三维…
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引用次数: 2
OCTAVIS: An Easy-to-Use VR-System for Clinical Studies OCTAVIS:一个易于使用的临床研究vr系统
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys12/127-136
J. Bender, Arjan Kuijper, D. W. Fellner, É. Guérin, Eugen Dyck, E. Zell, Agnes Kohsik, P. Grewe, York Winter, M. Piefke, Mario Botsch
We present the OCTAVIS system, a novel virtual reality platform developed for rehabilitation and training of patients with brain function disorders. To meet the special requirements of clinical studies, our system has been designed with ease of use, patient safety, ease of maintenance, space and cost efficiency in mind. Patients are sitting on a rotating office chair in the center of eight touch screen displays arranged in octagon around them, thereby providing a 360◦ horizontal panorama view. Navigation is intuitively controlled through chair rotation and a joystick in the armrest. A touch interface enables easy object selection. The OCTAVIS system has been successfully deployed to four hospitals. We report first results of clinical studies conducted with patients and control groups, demonstrating that our system is immersive, easy to use, and supportive for rehabilitation purposes.
我们介绍了OCTAVIS系统,这是一个为脑功能障碍患者的康复和训练而开发的新型虚拟现实平台。为了满足临床研究的特殊要求,我们的系统在设计时考虑了使用方便、患者安全、易于维护、空间和成本效益。患者坐在旋转办公椅上,在他们周围八角形排列的八个触摸屏显示器的中心,从而提供360度水平全景视图。通过椅子旋转和扶手上的操纵杆,可以直观地控制导航。触摸界面可以方便地选择对象。OCTAVIS系统已成功部署到四家医院。我们报告了对患者和对照组进行的临床研究的初步结果,表明我们的系统具有沉浸式、易于使用和支持康复目的。
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引用次数: 7
Real-Time Virtual Pipes Simulation and Modeling for Small-Scale Shallow Water 小尺度浅水实时虚拟管道仿真与建模
Pub Date : 1900-01-01 DOI: 10.2312/vriphys.20181067
F. Dagenais, Julián Guzman, Valentin Vervondel, A. Hay, S. Delorme, D. Mould, Eric Paquette
We propose an approach for real-time shallow water simulation, building upon the virtual pipes model with multi-layered heightmaps. Our approach introduces the use of extended pipes which resolve flow through fully-flooded passages, which is not possible using current multi-layered techniques. We extend the virtual pipe method with a physically-based viscosity model that is both fast and stable. Our viscosity model is integrated implicitly without the expense of solving a large linear system. The liquid is rendered as a triangular mesh surface built from a heightmap. We propose a novel surface optimization approach that prevents interpenetrations of the liquid surface with the underlying terrain geometry. To improve the realism of small-scale scenarios, we present a meniscus shading approach that adjusts the liquid surface normals based on a distance field. Our approach runs in real time on various scenarios of roughly 10 x 10 cm at a resolution of 0.5 mm, with up to five layers. CCS Concepts •Computing methodologies → Physical simulation;
我们提出了一种基于多层高度图的虚拟管道模型的实时浅水模拟方法。我们的方法引入了扩展管道的使用,通过完全淹没的通道解决流动,这是不可能使用当前的多层技术。我们将虚拟管道方法扩展为基于物理的粘度模型,该模型既快速又稳定。我们的黏度模型是隐式集成的,无需求解大型线性系统。液体被渲染成一个由高度图构建的三角形网格表面。我们提出了一种新的表面优化方法,可以防止液体表面与下垫地形几何形状的相互渗透。为了提高小尺度场景的真实感,我们提出了一种基于距离场调整液体表面法线的半月板遮阳方法。我们的方法可以实时运行在大约10 x 10厘米的各种场景中,分辨率为0.5毫米,最多有五层。•计算方法→物理模拟;
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引用次数: 2
MLS Pressure Extrapolation for the Boundary Handling in Divergence-Free SPH 无散度SPH边界处理的MLS压力外推
Pub Date : 1900-01-01 DOI: 10.2312/vriphys.20181068
Stefan Band, Christoph Gissler, A. Peer, M. Teschner
We propose a novel method to predict pressure values at boundary particles in incompressible divergence-free SPH simulations (DFSPH). Our approach employs Moving Least Squares (MLS) to predict the pressure at boundary particles. Therefore, MLS computes hyperplanes that approximate the pressure field at the interface between fluid and boundary particles. We compare this approach with two previous techniques. One previous technique mirrors the pressure from fluid to boundary particles. The other one extrapolates the pressure from fluid to boundary particles, but uses a gradient that is computed with Smoothed Particle Hydrodynamics (SPH). We motivate that gradient-based extrapolation is more accurate than mirroring. We further motivate that our proposed MLS gradient is less error prone than the SPH gradient at the boundary. In our experiments, we indicate artifacts in previous approaches. We show that these artifacts are significantly reduced with our approach resulting in simulation steps that can be twice as large compared to previous methods. We further present challenging and complex scenarios to illustrate the capabilities of the proposed boundary handling. CCS Concepts •Computing methodologies → Physical simulation; Massively parallel and high-performance simulations;
我们提出了一种新的方法来预测不可压缩无发散SPH模拟(DFSPH)中边界粒子的压力值。我们的方法采用移动最小二乘(MLS)来预测边界粒子的压力。因此,MLS计算的超平面近似于流体和边界粒子界面处的压力场。我们将这种方法与之前的两种技术进行比较。先前的一项技术反映了流体到边界粒子的压力。另一种是从流体到边界粒子的压力外推,但使用平滑粒子流体动力学(SPH)计算的梯度。我们鼓励基于梯度的外推比镜像更准确。我们进一步证明,我们提出的MLS梯度比边界处的SPH梯度更不容易出错。在我们的实验中,我们指出了先前方法中的工件。我们表明,与以前的方法相比,我们的方法可以显著减少这些伪影,从而使模拟步骤减少两倍。我们进一步提出具有挑战性和复杂的场景来说明所建议的边界处理的能力。•计算方法→物理模拟;大规模并行和高性能仿真;
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引用次数: 7
See-through Visualisation for Training and Assessing Unsighted Physical Examinations 用于训练和评估视力不佳的身体检查的透视可视化
Pub Date : 1900-01-01 DOI: 10.2312/vriphys.20171087
Alejandro Granados, J. Perháč, L. Rosby, Yee Mun Lee, G. Tan, T. C. Tan, J. Higham, N. Magnenat-Thalmann, N. Low-Beer, F. Bello
Objective: Motivated by the limitations of being unable to provide feedback and adequately assess technical skills whilst training unsighted physical examinations, such as Digital Rectal Examinations (DRE), we present a see-through visualisation system that can be used with benchtop models widely available in medical schools. Methods: We use position and pressure sensors located on the examining finger and have implemented a Virtual Reality (VR) simulation learning tool consisting of registered 3D models of the benchtop, augmented with relevant surrounding pelvic anatomy. The proposed system was evaluated with six medical students and eleven consultants. Results: The system is stable, runs in real time, uses unobtrusive sensor coils and pads, is able to capture data from sensors at 40Hz and adequately translates and rotates the position of the examining finger aligned to the 3D models of the benchtop and surrounding anatomy. Both medical students and consultants recognised the educational value of being able to see-through and visualise surrounding relevant anatomy. Although novices are reported to be the group that could benefit the most from our system, it is crucial not to be over reliant on visual cues for too long and to develop a strategy for the adequate use of the see-through system. Conclusions: The proposed VR simulation system is intended to improve the experience of novices learning unsighted examinations by providing real-time feedback and visualisation, allowing trainees to reflect on their performance and permitting more adequate assessment of technical skills.
目的:由于无法提供反馈和充分评估技术技能的局限性,同时培训盲人的身体检查,如直肠指检(DRE),我们提出了一个透明的可视化系统,可以与在医学院广泛使用的台式模型一起使用。方法:我们使用位于检查手指上的位置和压力传感器,并实现了一个虚拟现实(VR)模拟学习工具,该工具由注册的工作台3D模型组成,并增强了相关的周围骨盆解剖结构。6名医科学生和11名顾问对拟议的系统进行了评估。结果:该系统稳定,实时运行,使用不显眼的传感器线圈和垫,能够以40Hz的频率从传感器捕获数据,并充分转换和旋转检查手指的位置,使其与工作台和周围解剖结构的3D模型对齐。医学生和顾问都认识到能够透视和可视化周围相关解剖结构的教育价值。尽管据报道,新手可以从我们的系统中获益最多,但关键是不要太长时间过度依赖视觉线索,并制定适当使用透明系统的策略。结论:提出的VR模拟系统旨在通过提供实时反馈和可视化来改善新手学习视障检查的体验,让学员反思他们的表现,并允许更充分的技术技能评估。
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引用次数: 5
SutureHap: A Suture Simulator with Haptic Feedback SutureHap:带触觉反馈的缝合模拟器
Pub Date : 1900-01-01 DOI: 10.2312/vriphys.20141226
Eusebio Ricardez, J. Noguez, L. Neri, Lourdes Muñoz-Gómez, David Escobar-Castillejos
Surgical procedures require a high degree of complexity and difficulty. Consequently, extensive preparation in the learning process of medical students is necessary in order to perform suturing tasks successfully. Some authors suggest that a minimum of 750 operations are needed to acquire the experience to perform correctly surgical procedures. Moreover, current laws establish standards if corpses and animals are used as medical learning environments; as a result, the development of skills and processes is hindered. This paper introduces the development of a virtual environment for training suture skills: SutureHap, which uses two Sensable Phantom Omni haptic devices. To create a proper simulation of the human skin which must fulfill graphic and physical characteristics, NVIDIA PhysX libraries were usea. Some of these libraries were originally defined to represent cloths; however, in this work some parameters were adjusted to obtain the desired simulation. An architecture that facilitates the integration of haptic devices was designed. A simplified method of collision detection and haptic feedback generation was created. This enabled the reduction of complexity generated during collision detection, and it diminished the time to develop the virtual environment. Tweezers, thread and needle models were added in the virtual environment. Due to fact that PhysX exploits GPU processing, response time was improved during modeling of the skin. Additionally, suturing tasks were designed by taking into consideration real procedures made by medical experts. The acquisition of skills and competencies in suture process are increased through haptic devices due to the fact that they can send tactile sensations. These environments decrease costs and risks, and provide real sensations as the ones that can be perceived in current learning environments. Finally, an evaluation focused on the perception of this environment was made by students. Preliminary results are promising, and it is expected that this environment facilitates the acquisition of suture skills.
外科手术需要高度的复杂性和难度。因此,为了成功地完成缝合任务,医学生在学习过程中进行广泛的准备是必要的。一些作者认为,至少需要750次手术才能获得正确执行外科手术的经验。此外,现行法律规定了尸体和动物作为医学学习环境的标准;因此,技能和流程的发展受到阻碍。本文介绍了一个用于训练缝合技能的虚拟环境的开发:SutureHap,它使用两个Sensable Phantom Omni触觉设备。为了创建一个必须满足图形和物理特性的人体皮肤的适当模拟,使用了NVIDIA PhysX库。其中一些库最初被定义为代表布料;然而,在本工作中,为了获得理想的仿真结果,需要调整一些参数。设计了一种便于触觉设备集成的体系结构。提出了一种简化的碰撞检测和触觉反馈生成方法。这减少了碰撞检测过程中产生的复杂性,减少了开发虚拟环境的时间。在虚拟环境中添加了镊子、线和针模型。由于PhysX利用GPU处理,在皮肤建模期间响应时间得到了改善。此外,缝合任务的设计考虑了医学专家的真实程序。由于触觉设备可以发送触觉,因此可以增加缝合过程中技能和能力的获得。这些环境降低了成本和风险,并提供了在当前学习环境中可以感知的真实感觉。最后,学生们对这个环境的感知进行了评估。初步结果是有希望的,预计这种环境有助于获得缝合技能。
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引用次数: 9
Methods for Measuring State Error for Control of Animated Human Figures 动画人物控制的状态误差测量方法
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys11/093-100
Gabriel Notman, P. Carlisle, S. Manning
Proportional plus Derivative (PD) control has been used widely to calculate the required forces to drive physically-based character animation. This approach requires the measurement of the state error or the difference between the measured and desired motion of the animated model. In this paper, three methods for measuring this state error are presented and compared. This includes a new method which focuses on minimising any accumulated linear transform error from rotational joints. All three methods were compared by measuring how precisely they were able to track a series of animation trajectories using a common setup. The new method presented here demonstrates improved tracking precision, particularly in cases where the kinematic dimensions of the animated model vary from those specified in the source animation.
比例加导数(PD)控制被广泛用于计算驱动基于物理的角色动画所需的力。这种方法需要测量状态误差或动画模型的测量运动和期望运动之间的差异。本文提出并比较了三种测量该状态误差的方法。这包括一种新的方法,其重点是最小化任何累积的线性变换误差从旋转关节。通过测量这三种方法在使用一个共同设置时追踪一系列动画轨迹的精确程度,对它们进行了比较。本文提出的新方法证明了跟踪精度的提高,特别是在动画模型的运动学尺寸与源动画中指定的尺寸不同的情况下。
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引用次数: 0
3D Sketch Recognition for Interaction in Virtual Environments 面向虚拟环境交互的三维草图识别
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys10/115-124
Dominik Rausch, I. Assenmacher, T. Kuhlen
We present a comprehensive 3D sketch recognition framework for interaction within Virtual Environments that allows to trigger commands by drawing symbols, which are recognized by a multi-level analysis. It proceeds in three steps: The segmentation partitions each input line into meaningful segments, which are then recognized as a primitive shape, and finally analyzed as a whole sketch by a symbol matching step. The whole framework is configurable over well-defined interfaces, utilizing a fuzzy logic algorithm for primitive shape learning and a textual description language to define compound symbols. It allows an individualized interaction approach that can be used without much training and provides a good balance between abstraction and intuition. We show the real-time applicability of our approach by performance measurements.
我们提出了一个全面的3D草图识别框架,用于虚拟环境中的交互,允许通过绘制符号触发命令,这些符号由多层次分析识别。该算法分为三个步骤:分割将每条输入线分割成有意义的段,然后识别为原始形状,最后通过符号匹配步骤分析为整体草图。整个框架通过定义良好的接口进行配置,使用模糊逻辑算法进行原始形状学习,使用文本描述语言定义复合符号。它允许不需要太多训练就可以使用的个性化交互方法,并在抽象和直觉之间提供了良好的平衡。我们通过性能度量来展示我们的方法的实时适用性。
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引用次数: 8
期刊
Workshop on Virtual Reality Interactions and Physical Simulations
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