vriphys11

Permanent URI for this collection


Realtime Simulation of Stiff Threads Using Large Timesteps

Hüsken, Nathan

Simulating Inextensible Cloth Using Locking-free Triangle Meshes

Bender, Jan
Diziol, Raphael
Bayer, Daniel

Time Adaptive Approximate SPH

Goswami, Prashant
Pajarola, Renato

Interactive High-Resolution Boundary Surfaces for Deformable Bodies with Changing Topology

Wu, Jun
Dick, Christian
Westermann, Rüdiger

SPH Based Shallow Water Simulation

Solenthaler, Barbara
Bucher, Peter
Chentanez, Nuttapong
Müller, Matthias
Gross, Markus

XML3D Physics: Declarative Physics Simulation for the Web

Sons, Kristian
Slusallek, Philipp

Adding Physics to Animated Characters with Oriented Particles

Müller, Matthias
Chentanez, Nuttapong

Towards Symmetry Axis based Markerless Motion Capture

Hartmann, Philip
Kahn, Svenja
Bockholt, Ulrich
Kuijper, Arjan

A Study On Perceptual Similarity of Human Motions

Krüger, Björn
Baumann, Jan
Abdallah, Mohammad
Weber, Andreas

Methods for Measuring State Error for Control of Animated Human Figures

Notman, Gabriel
Carlisle, P. A.
Manning, S.

Precomputed Shape Database for Real-Time Physically-Based Simulation

Glondu, Loeiz
Legouis, Benoit
Marchal, Maud
Dumont, Georges

Introducing Congestion Avoidance into CUDA Based Crowd Simulation

Wockenfuss, Falco
Lürig, Christoph

Data-Driven Completion of Motion Capture Data

Baumann, Jan
Krüger, Björn
Zinke, Arno
Weber, Andreas

Generating Large-scale Details: Altering Soil Surface and Structure with Tracks

Peyrat, Alexandre
Terraz, Olivier
Merillou, Stephane
Galin, Eric
Ghazanfarpour, Djamchid

Focused Ultrasound - Efficient GPU Simulation Methods for Therapy Planning

Georgii, Joachim
Dresky, Caroline von
Meier, Sebastian
Demedts, Daniel
Schumann, Christian
Preusser, Tobias

Topological Operations for Geomorphological Evolution

Bezin, Richard
Crespin, Benoit
Skapin, Xavier
Terraz, Olivier
Meseure, Philippe


BibTeX (vriphys11)
@inproceedings{
10.2312:PE/vriphys/vriphys11/001-009,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Realtime Simulation of Stiff Threads Using Large Timesteps}},
author = {
Hüsken, Nathan
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/001-009}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/011-017,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Simulating Inextensible Cloth Using Locking-free Triangle Meshes}},
author = {
Bender, Jan
 and
Diziol, Raphael
 and
Bayer, Daniel
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/011-017}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/019-028,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Time Adaptive Approximate SPH}},
author = {
Goswami, Prashant
 and
Pajarola, Renato
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/019-028}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/029-038,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Interactive High-Resolution Boundary Surfaces for Deformable Bodies with Changing Topology}},
author = {
Wu, Jun
 and
Dick, Christian
 and
Westermann, Rüdiger
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/029-038}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/039-046,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
SPH Based Shallow Water Simulation}},
author = {
Solenthaler, Barbara
 and
Bucher, Peter
 and
Chentanez, Nuttapong
 and
Müller, Matthias
 and
Gross, Markus
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/039-046}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/055-063,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
XML3D Physics: Declarative Physics Simulation for the Web}},
author = {
Sons, Kristian
 and
Slusallek, Philipp
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/055-063}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/083-091,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Adding Physics to Animated Characters with Oriented Particles}},
author = {
Müller, Matthias
 and
Chentanez, Nuttapong
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/083-091}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/073-082,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Towards Symmetry Axis based Markerless Motion Capture}},
author = {
Hartmann, Philip
 and
Kahn, Svenja
 and
Bockholt, Ulrich
 and
Kuijper, Arjan
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/073-082}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/065-072,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
A Study On Perceptual Similarity of Human Motions}},
author = {
Krüger, Björn
 and
Baumann, Jan
 and
Abdallah, Mohammad
 and
Weber, Andreas
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/065-072}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/093-100,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Methods for Measuring State Error for Control of Animated Human Figures}},
author = {
Notman, Gabriel
 and
Carlisle, P. A.
 and
Manning, S.
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/093-100}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/047-054,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Precomputed Shape Database for Real-Time Physically-Based Simulation}},
author = {
Glondu, Loeiz
 and
Legouis, Benoit
 and
Marchal, Maud
 and
Dumont, Georges
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/047-054}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/101-110,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Introducing Congestion Avoidance into CUDA Based Crowd Simulation}},
author = {
Wockenfuss, Falco
 and
Lürig, Christoph
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/101-110}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/111-118,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Data-Driven Completion of Motion Capture Data}},
author = {
Baumann, Jan
 and
Krüger, Björn
 and
Zinke, Arno
 and
Weber, Andreas
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/111-118}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/129-137,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Generating Large-scale Details: Altering Soil Surface and Structure with Tracks}},
author = {
Peyrat, Alexandre
 and
Terraz, Olivier
 and
Merillou, Stephane
 and
Galin, Eric
 and
Ghazanfarpour, Djamchid
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/129-137}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/119-128,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Focused Ultrasound - Efficient GPU Simulation Methods for Therapy Planning}},
author = {
Georgii, Joachim
 and
Dresky, Caroline von
 and
Meier, Sebastian
 and
Demedts, Daniel
 and
Schumann, Christian
 and
Preusser, Tobias
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/119-128}
}
@inproceedings{
10.2312:PE/vriphys/vriphys11/139-148,
booktitle = {
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)},
editor = {
Jan Bender and Kenny Erleben and Eric Galin
}, title = {{
Topological Operations for Geomorphological Evolution}},
author = {
Bezin, Richard
 and
Crespin, Benoit
 and
Skapin, Xavier
 and
Terraz, Olivier
 and
Meseure, Philippe
}, year = {
2011},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-87-6},
DOI = {
10.2312/PE/vriphys/vriphys11/139-148}
}

Browse

Recent Submissions

Now showing 1 - 16 of 16
  • Item
    Realtime Simulation of Stiff Threads Using Large Timesteps
    (The Eurographics Association, 2011) Hüsken, Nathan; Jan Bender and Kenny Erleben and Eric Galin
    A method to simulate suture threads for a microsurgical training simulator is presented. An integration method based on implicit integration is used in order to achieve the high stiffness of suture threads while still using a large time step for keeping the real-time capabilities of the simulation. A key feature of the presented method is the separation of the contact handling and the integration itself. This preserves the real time capability of the simulation even in complex situations that involve many self collisions (e. g. tying knots). The stability and realism of the model are demonstrated by simulating a reef knot, which is one way of tying and holding together two simulated threads. The methods have been developed in cooperation with the VRmagic GmbH in Mannheim.
  • Item
    Simulating Inextensible Cloth Using Locking-free Triangle Meshes
    (The Eurographics Association, 2011) Bender, Jan; Diziol, Raphael; Bayer, Daniel; Jan Bender and Kenny Erleben and Eric Galin
    This paper presents an effcient method for the dynamic simulation of inextensible cloth. The triangle mesh for our cloth model is simulated using an impulse-based approach which is able to solve hard constraints. Using hard distance constraints on the edges of the triangle mesh removes too many degrees of freedom, resulting in a rigid motion. This is known as the locking problem which is typically solved by using rectangular meshes in existing impulse-based simulations. We solve this problem by using a nonconforming representation for the simulation model which unfortunately results in a discontinuous mesh. Therefore, we couple the original conforming mesh with the nonconforming elements and use it for collision handling and visualization.
  • Item
    Time Adaptive Approximate SPH
    (The Eurographics Association, 2011) Goswami, Prashant; Pajarola, Renato; Jan Bender and Kenny Erleben and Eric Galin
    In this paper, we present two different techniques to accelerate and approximate particle-based fluid simulations. The first technique identifies and employs larger time steps than dictated by the CFL condition. The second introduces the concept of approximation in the context of particle advection. For that, the fluid is segregated into active and inactive particles, and a significant amount of computation is saved on the passive particles. Using these two optimization techniques, our approach can achieve up to 7 times speed-up compared to a standard SPH method and it is compatible with other SPH improvement methods. We demonstrate the effectiveness of our method using up to one million particles and also compare it to standard SPH particle simulation visually and statistically.
  • Item
    Interactive High-Resolution Boundary Surfaces for Deformable Bodies with Changing Topology
    (The Eurographics Association, 2011) Wu, Jun; Dick, Christian; Westermann, Rüdiger; Jan Bender and Kenny Erleben and Eric Galin
    Recent work has demonstrated that composite finite-elements provide an effective means for physically based modeling of deformable bodies. In this paper we present a number of highly effective improvements of previous work to allow for a high-performance and high-quality simulation of boundary surfaces of deformable bodies with changing topology, for instance, due to cuts and incisions. Starting at a coarse resolution simulation grid, along a cut we perform an adaptive octree refinement of this grid down to a desired resolution and iteratively pull the fine level finite-element equations to the coarse level. In this way, the fine level dynamics can be approximated with a small number of degrees of freedom at the coarse level. By embedding the hierarchical adaptive composite finite-element scheme into a geometric multigrid solver, and by exploiting the fact that during cutting only a small number of cells are modified in each time step, high update rates can be achieved for high resolution surfaces at very good approximation quality. To construct a high quality surface that is accurately aligned with a cut, we employ the dual-contouring approach on the fine resolution level, and we instantly bind the constructed triangle mesh to the coarse grid via geometric constrains.
  • Item
    SPH Based Shallow Water Simulation
    (The Eurographics Association, 2011) Solenthaler, Barbara; Bucher, Peter; Chentanez, Nuttapong; Müller, Matthias; Gross, Markus; Jan Bender and Kenny Erleben and Eric Galin
    We present an efficient method that uses particles to solve the 2D shallow water equations. These equations describe the dynamics of a body of water represented by a height field. Instead of storing the surface heights using uniform grid cells, we discretize the fluid with 2D SPH particles and compute the height according to the density at each particle location. The particle discretization offers the benefits that it simplifies the use of sparsely filled domains and arbitrary boundary geometry. Our solver can handle terrain slopes and supports two-way coupling of the particle-based height field with rigid objects. An improved surface definition is presented that reduces visible bumps related to the underlying particle representation. It furthermore smoothes areas with separating particles to achieve better rendering results. Both the physics and the rendering are implemented on modern GPUs resulting in interactive performances in all our presented examples.
  • Item
    XML3D Physics: Declarative Physics Simulation for the Web
    (The Eurographics Association, 2011) Sons, Kristian; Slusallek, Philipp; Jan Bender and Kenny Erleben and Eric Galin
    As interactive 3D graphics has become an integral part of modern Web browsers via the low-level WebGL API [Khr11], it now becomes apparent that higher-level declarative approaches integrated with HTML5 are needed in order to make 3D graphics broadly and easily accessible to Web developers. A key component of interactive 3D scenes are physics simulations. However, specifying the physics properties required major changes to the scene graph in the past. In this paper, we present a declarative and orthogonal physics annotation framework that nicely separates the generic 3D scene description from its physics properties. The approach is based on the declarative XML3D format as an extension to HTML5, has been implemented as a plug-in that runs in three browsers that support XML3D and is demonstrated with a number of examples and performance evaluations.
  • Item
    Adding Physics to Animated Characters with Oriented Particles
    (The Eurographics Association, 2011) Müller, Matthias; Chentanez, Nuttapong; Jan Bender and Kenny Erleben and Eric Galin
    We present a method to enhance the realism of animated characters by adding physically based secondary motion to deformable parts such as cloth, skin or hair. To this end, we extend the oriented particles approach to incorporate animation information. In addition, we introduce techniques to increase the stability of the original method in order to make it suitable for the fast and sudden motions that typically occur in computer games. We also propose a method for the semi-automatic creation of particle representations from arbitrary visual meshes. This way, our technique allows us to simulate complex geometry such as hair, thick cloth with ornaments and multi-layered clothing, all interacting with each other and the animated character.
  • Item
    Towards Symmetry Axis based Markerless Motion Capture
    (The Eurographics Association, 2011) Hartmann, Philip; Kahn, Svenja; Bockholt, Ulrich; Kuijper, Arjan; Jan Bender and Kenny Erleben and Eric Galin
    A natural interaction with virtual environments is one of the key issues for the usability of Virtual Reality applications. Device-free, intuitive interactions with the virtual world can be achieved by capturing the movements of the user with markerless motion capture. In this work we present a markerless motion capture approach which can be used to estimate the human body pose in real-time with a single depth camera. The presented approach requires neither a 3D shape model of the tracked person nor a training phase in which body shapes are learned a priori. Instead, it analyzes the curvature of the human body to estimate the symmetry axes of the body joints. These symmetry axes are then used to calculate the pose of the tracked human in real-time. The presented approach was evaluated qualitatively with a time-of-flight and a Kinect depth camera. Furthermore, quantitative simulation results show that the proposed approach is promising for depth cameras which can reliably capture the surface curvature (and thus the normals) of a person and which have a resolution of at least 320x240 pixel.
  • Item
    A Study On Perceptual Similarity of Human Motions
    (The Eurographics Association, 2011) Krüger, Björn; Baumann, Jan; Abdallah, Mohammad; Weber, Andreas; Jan Bender and Kenny Erleben and Eric Galin
    We perform a user study involving different classes of pre-recorded human motions displayed in abstract form either as stick figures or as point lights. Collecting data on more than 1000 user votes of various triples of short motion sequences asking whether a motion A is perceived to be more similar to a reference motion O than B or vice versa, we test for associations with numeric distance measures for human motions described in the literature. Our preliminary hypothesis that perceived similarities using stick figure representations are more highly associated to joint angle based distance measures than to point cloud based distance measures has to be rejected on grounds of the experimental data. We find that there are higher associations for point cloud based distance measures than for joint angle based distance measures both for the perceived similarities for point light representations as well as for stick figure representations.
  • Item
    Methods for Measuring State Error for Control of Animated Human Figures
    (The Eurographics Association, 2011) Notman, Gabriel; Carlisle, P. A.; Manning, S.; Jan Bender and Kenny Erleben and Eric Galin
    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.
  • Item
    Precomputed Shape Database for Real-Time Physically-Based Simulation
    (The Eurographics Association, 2011) Glondu, Loeiz; Legouis, Benoit; Marchal, Maud; Dumont, Georges; Jan Bender and Kenny Erleben and Eric Galin
    Adding dynamically physical properties to virtual objects can not generally be handled in real-time during a simulation. In this paper, we propose a method for handling the real-time physical simulations of arbitrary objects that are represented by their surface mesh. Our method is based on a database in which physical data are stored for a wide variety of objects. When a query object needs to be physically simulated in the virtual world, a similarity search is performed in the database and the associate physical data are then extracted. We propose and compare three different similarity search methods that fit with our real-time needs. We demonstrate our approach for the simulations of different physical phenomena such as fracture or deformations. Our results show that our method has a great potential for the physical simulation of objects represented by their surface meshes in interactive applications.
  • Item
    Introducing Congestion Avoidance into CUDA Based Crowd Simulation
    (The Eurographics Association, 2011) Wockenfuss, Falco; Lürig, Christoph; Jan Bender and Kenny Erleben and Eric Galin
    The simulation of larger crowds of peoples at interactive frames rates get more and more important in games and interactive simulations. Crowds contribute significantly to an immersive urban environment. The nature of the problem where one has to simulate a lot of individuals makes it very accessible for parallelization strategies. As graphics hardware today is a very accessible and powerful parallel computation hardware, the problem lends itself to be adapted to graphics hardware. It is implemented in CUDA in our case. CUDA and other parallel implementations of social force models usually have several numerical and parallelization issues that are finally based on too inhomogeneous population distributions. These are often also undesirable from a game developers point of view. In this paper we introduce the concept of congestion avoidance into the crowd simulator that solves those technical issues and makes the whole simulation also look more natural for gaming applications.
  • Item
    Data-Driven Completion of Motion Capture Data
    (The Eurographics Association, 2011) Baumann, Jan; Krüger, Björn; Zinke, Arno; Weber, Andreas; Jan Bender and Kenny Erleben and Eric Galin
    We present a data-driven method for completion of corrupted marker-based motion capture data. Our novel approach is especially suitable for challenging cases, e.g. if complete marker sets of multiple body parts are missing over a long period of time. Without the need for extensive preprocessing we are able to fix missing markers across different actors and motion styles. Our approach can be used for incrementally increasing prior-databases, as the underlying search technique for similar motions scales well to huge databases.
  • Item
    Generating Large-scale Details: Altering Soil Surface and Structure with Tracks
    (The Eurographics Association, 2011) Peyrat, Alexandre; Terraz, Olivier; Merillou, Stephane; Galin, Eric; Ghazanfarpour, Djamchid; Jan Bender and Kenny Erleben and Eric Galin
    Tracks, footsteps and ruts are common elements we can observe in natural sceneries. Wherever there is human activity, we can find marks on the ground left by vehicles or walkers. These marks can be directly dug from a soft ground or left on a hard ground by objects that carry materials on their surfaces. This paper presents a method to alter soil with such tracks. These tracks are defined with a trajectory and the shape of the mark left by the moving object (vehicle or walker) and is then applied to the soil for each step of the trajectory. Using our method we can obtain tracks on a loose soil and the deposit of material through the track on the desired length. This method allows us to produce a great number of large-scale details on terrains.
  • Item
    Focused Ultrasound - Efficient GPU Simulation Methods for Therapy Planning
    (The Eurographics Association, 2011) Georgii, Joachim; Dresky, Caroline von; Meier, Sebastian; Demedts, Daniel; Schumann, Christian; Preusser, Tobias; Jan Bender and Kenny Erleben and Eric Galin
    Over the past years, high intensity focused ultrasound therapy has become a promising therapeutic alternative for non-invasive tumor treatment. The basic idea of this interventional approach is to apply focused ultrasound waves to the tumor tissue such that the cells are heated and hence destroyed. Since it is quite difficult to assess the quality of this non-invasive therapy, there is a dire need for computer support in planning, conduction, and monitoring of such treatments. In this work, we propose efficient simulation techniques for focused ultrasound waves as well as their heat dis- semination using current graphics hardware as a numerical co-processor. We achieve speed-ups between 10 and 700 for the single simulation steps compared to an optimized CPU solution, overall resulting in a significant performance gain over previous approaches for simulation of focused ultrasound.
  • Item
    Topological Operations for Geomorphological Evolution
    (The Eurographics Association, 2011) Bezin, Richard; Crespin, Benoit; Skapin, Xavier; Terraz, Olivier; Meseure, Philippe; Jan Bender and Kenny Erleben and Eric Galin
    Geomorphological processes sculpt the shape of our everyday landscapes and must therefore be simulated to generate plausible digital landscapes. In particular, topological changes must be taken into account during the formation of complex geometries such as natural arches, bridges or tunnels. We present a novel approach to simulate the geomorphological evolution of a 3D terrain represented as a set of volumes stored in a topological model, and describe a set of atomic operations to handle topological events in a robust way. These operations form the basis to successfully implement more complex evolution scenarios in a modelling software based on generalized maps, which could be used to reduce the storage needed by other methods relying on voxel grids or layered data structures.