首页 > 最新文献

Workshop on Virtual Reality Interactions and Physical Simulations最新文献

英文 中文
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。
{"title":"Accurate Contact Modeling for Multi-rate Single-point Haptic Rendering of Static and Deformable Environments","authors":"T. Knott, T. Kuhlen","doi":"10.2312/vriphys.20151336","DOIUrl":"https://doi.org/10.2312/vriphys.20151336","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132779701","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}
引用次数: 3
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。
{"title":"Grid-Free Surface Tracking on the GPU","authors":"N. Chentanez, Matthias Müller, M. Macklin, Tae-Yong Kim","doi":"10.2312/vriphys.20151338","DOIUrl":"https://doi.org/10.2312/vriphys.20151338","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"352 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131562663","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}
引用次数: 1
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…
{"title":"Interactive Simulation of a Continuum Mechanics based Torsional Thread","authors":"K. Larsson, G. Wallgren, M. Larson","doi":"10.2312/PE/vriphys/vriphys10/049-058","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys10/049-058","url":null,"abstract":"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 ...","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129621087","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}
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。
{"title":"OCTAVIS: An Easy-to-Use VR-System for Clinical Studies","authors":"J. Bender, Arjan Kuijper, D. W. Fellner, É. Guérin, Eugen Dyck, E. Zell, Agnes Kohsik, P. Grewe, York Winter, M. Piefke, Mario Botsch","doi":"10.2312/PE/vriphys/vriphys12/127-136","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys12/127-136","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124899146","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}
引用次数: 7
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;
{"title":"MLS Pressure Extrapolation for the Boundary Handling in Divergence-Free SPH","authors":"Stefan Band, Christoph Gissler, A. Peer, M. Teschner","doi":"10.2312/vriphys.20181068","DOIUrl":"https://doi.org/10.2312/vriphys.20181068","url":null,"abstract":"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;","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129443705","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}
引用次数: 7
Physics-based Human Neck Simulation 基于物理的人体颈部模拟
Pub Date : 1900-01-01 DOI: 10.2312/PE.vriphys.vriphys13.051-060
Zhiping Luo, N. Pronost, A. Egges
In deformable character animation, the skin deformation of the neck is important to reproduce believable facial animation. The neck also plays an important role in supporting the head in balance while generating the controlled head movements that are essential to many aspects of human behavior. However, neck animation is largely overlooked both in computer graphics and animation due to the complexity of the cervical anatomy. This paper presents a physical human neck model based on biomechanical modeling. Relevant anatomical structures part of a 3D model of the human musculoskeletal system are modeled as deformable or linked rigid bodies. We couple the soft-hard bodies using soft constraints via elastic springs and form a Lagrangian dynamic system. The simulation of dynamic skin deformation is achieved by automatically binding the skin vertices to underlying bodies in an anatomically correct manner. Experimental results are provided and show the high level of realism that our model offers. In addition, the simulation runs at interactive rates on a modern computer.
在可变形的人物动画中,颈部皮肤的变形对于再现可信的面部动画非常重要。颈部在维持头部平衡和控制头部运动方面也起着重要作用,这对人类行为的许多方面都是至关重要的。然而,由于颈椎解剖结构的复杂性,在计算机图形学和动画中,颈部动画在很大程度上被忽视了。提出了一种基于生物力学建模的人体颈部物理模型。人体肌肉骨骼系统三维模型的相关解剖结构部分被建模为可变形或连接的刚体。通过弹性弹簧对软-硬体进行耦合,形成拉格朗日动力学系统。动态皮肤变形的模拟是通过以解剖正确的方式自动将皮肤顶点绑定到底层身体来实现的。实验结果表明,该模型具有较高的真实感。此外,模拟在现代计算机上以交互速率运行。
{"title":"Physics-based Human Neck Simulation","authors":"Zhiping Luo, N. Pronost, A. Egges","doi":"10.2312/PE.vriphys.vriphys13.051-060","DOIUrl":"https://doi.org/10.2312/PE.vriphys.vriphys13.051-060","url":null,"abstract":"In deformable character animation, the skin deformation of the neck is important to reproduce believable facial animation. The neck also plays an important role in supporting the head in balance while generating the controlled head movements that are essential to many aspects of human behavior. However, neck animation is largely overlooked both in computer graphics and animation due to the complexity of the cervical anatomy. This paper presents a physical human neck model based on biomechanical modeling. Relevant anatomical structures part of a 3D model of the human musculoskeletal system are modeled as deformable or linked rigid bodies. We couple the soft-hard bodies using soft constraints via elastic springs and form a Lagrangian dynamic system. The simulation of dynamic skin deformation is achieved by automatically binding the skin vertices to underlying bodies in an anatomically correct manner. Experimental results are provided and show the high level of realism that our model offers. In addition, the simulation runs at interactive rates on a modern computer.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130789861","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}
引用次数: 0
Virtual Fitting Pipeline: Body Dimension Recognition, Cloth Modeling, and On-Body Simulation 虚拟装配管道:身体尺寸识别,布料建模和身体仿真
Pub Date : 1900-01-01 DOI: 10.2312/vriphys.20141228
Dirk Siegmund, Timotheos Samartzidis, N. Damer, A. Nouak, C. Busch
This paper describes a solution for 3D clothes simulation on human avatars. The proposed approach consists of three parts, the collection of anthropometric human body dimensions, cloths scanning, and the simulation on 3D avatars. The simulation and human machine interaction has been designed for application in a passive InShop advertisement system. All parts have been evaluated and adapted under the aim of developing a low-cost automated scanning and post-production system. Human body dimension recognition was achieved by using a landmark detection based approach using both two 2D and 3D cameras for front and profile images. The human silhouettes extraction solution based on 2D images is expected to be more robust to multi-textured background surfaces than existing solutions. Eight measurements corresponding to the norm of body dimensions defined in the standard EN-13402 were used to reconstruct a 3D model of the human body. The performance is evaluated against the ground-truth of our newly acquired database. For 3D scanning of clothes, different scanning methods have been evaluated under apparel, quality and cost aspects. The chosen approach uses state of the art consumer products and describes how they can be combined to develop an automated system. The scanned cloths can be later simulated on the human avatars, which are created based on estimation of human body dimensions. This work concludes with software design suggestions for a consumer oriented solution such as a virtual fitting room using body metrics. A number of future challenges and an outlook for possible solutions are also discussed.
本文介绍了一种基于人体化身的三维服装仿真解决方案。该方法包括三个部分:人体测量尺寸的采集、服装扫描和三维虚拟人物的仿真。针对被动InShop广告系统,设计了仿真与人机交互系统。在开发低成本自动扫描和后期制作系统的目标下,所有部件都进行了评估和调整。采用基于地标检测的方法,利用两个二维和三维相机对正面和侧面图像进行人体尺寸识别。基于二维图像的人体轮廓提取方案比现有方案对多纹理背景表面具有更强的鲁棒性。根据EN-13402标准中定义的人体尺寸规范进行8次测量,重建人体的3D模型。性能是根据我们新获得的数据库的真实情况进行评估的。对于服装的三维扫描,从服装、质量和成本三个方面对不同的扫描方法进行了评估。所选择的方法使用最先进的消费产品,并描述如何将它们组合起来开发自动化系统。扫描后的衣服可以在基于人体尺寸估计的人类化身上进行模拟。这项工作最后提出了面向消费者的解决方案的软件设计建议,例如使用身体指标的虚拟试衣间。还讨论了未来的一些挑战和可能解决方案的前景。
{"title":"Virtual Fitting Pipeline: Body Dimension Recognition, Cloth Modeling, and On-Body Simulation","authors":"Dirk Siegmund, Timotheos Samartzidis, N. Damer, A. Nouak, C. Busch","doi":"10.2312/vriphys.20141228","DOIUrl":"https://doi.org/10.2312/vriphys.20141228","url":null,"abstract":"This paper describes a solution for 3D clothes simulation on human avatars. The proposed approach consists of three parts, the collection of anthropometric human body dimensions, cloths scanning, and the simulation on 3D avatars. The simulation and human machine interaction has been designed for application in a passive InShop advertisement system. All parts have been evaluated and adapted under the aim of developing a low-cost automated scanning and post-production system. Human body dimension recognition was achieved by using a landmark detection based approach using both two 2D and 3D cameras for front and profile images. The human silhouettes extraction solution based on 2D images is expected to be more robust to multi-textured background surfaces than existing solutions. Eight measurements corresponding to the norm of body dimensions defined in the standard EN-13402 were used to reconstruct a 3D model of the human body. The performance is evaluated against the ground-truth of our newly acquired database. For 3D scanning of clothes, different scanning methods have been evaluated under apparel, quality and cost aspects. The chosen approach uses state of the art consumer products and describes how they can be combined to develop an automated system. The scanned cloths can be later simulated on the human avatars, which are created based on estimation of human body dimensions. This work concludes with software design suggestions for a consumer oriented solution such as a virtual fitting room using body metrics. A number of future challenges and an outlook for possible solutions are also discussed.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117060708","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}
引用次数: 4
Interactive Inverse Kinematics for Human Motion Estimation 交互式逆运动学人体运动估计
Pub Date : 1900-01-01 DOI: 10.2312/PE/vriphys/vriphys09/077-084
Morten Engell-Nørregård, Søren Hauberg, Jérôe Lapuyade, Kenny Erleben, K. S. Pedersen
We present an application of a fast interactive inverse kinematics method as a dimensionality reduction for monocular human motion estimation. The inverse kinematics solver deals efficiently and robustly with box constraints and does not suffer from shaking artifacts. The presented motion estimation system uses a single camera to esti-mate the motion of a human. The results show that inverse kinematics can significantly speed up the estimation process, while retaining a quality comparable to a full pose motion estimation system. Our novelty lies primarily in use of inverse kinematics to significantly speed up the particle filtering. It should be stressed that the observation part of the system has not been our focus, and as such is described only from a sense of completeness. With our approach it is possible to construct a robust and computationally efficient system for human motion estimation.
我们提出了一种快速交互逆运动学方法作为单眼人体运动估计的降维方法。该逆运动学求解器能有效、鲁棒地处理箱形约束,且不受抖动伪影的影响。提出的运动估计系统使用单个摄像机来估计人体的运动。结果表明,逆运动学可以显著加快估计过程,同时保持与全姿态运动估计系统相当的质量。我们的新颖之处主要在于利用逆运动学来显著加快粒子滤波。应该强调的是,该系统的观测部分并不是我们的重点,因此我们只是从完整性的角度来描述它。利用我们的方法,可以构建一个鲁棒且计算效率高的人体运动估计系统。
{"title":"Interactive Inverse Kinematics for Human Motion Estimation","authors":"Morten Engell-Nørregård, Søren Hauberg, Jérôe Lapuyade, Kenny Erleben, K. S. Pedersen","doi":"10.2312/PE/vriphys/vriphys09/077-084","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys09/077-084","url":null,"abstract":"We present an application of a fast interactive inverse kinematics method as a dimensionality reduction for monocular human motion estimation. The inverse kinematics solver deals efficiently and robustly with box constraints and does not suffer from shaking artifacts. The presented motion estimation system uses a single camera to esti-mate the motion of a human. The results show that inverse kinematics can significantly speed up the estimation process, while retaining a quality comparable to a full pose motion estimation system. Our novelty lies primarily in use of inverse kinematics to significantly speed up the particle filtering. It should be stressed that the observation part of the system has not been our focus, and as such is described only from a sense of completeness. With our approach it is possible to construct a robust and computationally efficient system for human motion estimation.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"753 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116111115","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}
引用次数: 1
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。
{"title":"See-through Visualisation for Training and Assessing Unsighted Physical Examinations","authors":"Alejandro Granados, J. Perháč, L. Rosby, Yee Mun Lee, G. Tan, T. C. Tan, J. Higham, N. Magnenat-Thalmann, N. Low-Beer, F. Bello","doi":"10.2312/vriphys.20171087","DOIUrl":"https://doi.org/10.2312/vriphys.20171087","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124297874","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}
引用次数: 5
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。
{"title":"3D Sketch Recognition for Interaction in Virtual Environments","authors":"Dominik Rausch, I. Assenmacher, T. Kuhlen","doi":"10.2312/PE/vriphys/vriphys10/115-124","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys10/115-124","url":null,"abstract":"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.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"238 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123038884","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}
引用次数: 8
期刊
Workshop on Virtual Reality Interactions and Physical Simulations
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1