4,602 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    A deformation transformer for real-time cloth animation

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    Achieving interactive performance in cloth animation has significant implications in computer games and other interactive graphics applications. Although much progress has been made, it is still much desired to have real-time high-quality results that well preserve dynamic folds and wrinkles. In this paper, we introduce a hybrid method for real-time cloth animation. It relies on datadriven models to capture the relationship between cloth deformations at two resolutions. Such data-driven models are responsible for transforming low-quality simulated deformations at the low resolution into high-resolution cloth deformations with dynamically introduced fine details. Our data-driven transformation is trained using rotation invariant quantities extracted from the cloth models, and is independent of the simulation technique chosen for the lower resolution model. We have also developed a fast collision detection and handling scheme based on dynamically transformed bounding volumes. All the components in our algorithm can be efficiently implemented on programmable graphics hardware to achieve an overall real-time performance on high-resolution cloth models. © 2010 ACM.postprin

    Scalable partitioning for parallel position based dynamics

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    We introduce a practical partitioning technique designed for parallelizing Position Based Dynamics, and exploiting the ubiquitous multi-core processors present in current commodity GPUs. The input is a set of particles whose dynamics is influenced by spatial constraints. In the initialization phase, we build a graph in which each node corresponds to a constraint and two constraints are connected by an edge if they influence at least one common particle. We introduce a novel greedy algorithm for inserting additional constraints (phantoms) in the graph such that the resulting topology is q-colourable, where ˆ qˆ ≥ 2 is an arbitrary number. We color the graph, and the constraints with the same color are assigned to the same partition. Then, the set of constraints belonging to each partition is solved in parallel during the animation phase. We demonstrate this by using our partitioning technique; the performance hit caused by the GPU kernel calls is significantly decreased, leaving unaffected the visual quality, robustness and speed of serial position based dynamics

    Collision Resolutions in Cloth Simulation

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    We present a new collision resolution scheme for cloth collisions. Our main concern is to find dynamically convincing resolutions, i.e. positions and velocities of cloth elements, for any kinds of collisions occuring in cloth simulation (cloth-cloth, cloth-rigid, and cloth-cloth-rigid). We define our cloth surface as connected faces of mass particles where each particle is controlled by its internal energy functions. Our collision resolution method finds appropriate next positions and velocities of particles by conserving the particles’ momentums as accurately as possible. Cloth-cloth collision resolution is a special case of deformable N-body collision resolution. So to solve deformable N-body collision resolutions, we propose a new collision resolution method, which groups cloth particles into parts and resolves collisions between parts using the law of momentum conservation. To resolve collisions, we solve a system of linear equations derived from the collision relationships. A system of linear equations is built using a scheme adapted from the simultaneous resolution method for rigid N-body collisions [1]. For the special case where we can find cyclic relationships in collisions, we solve a system of linear inequalities derived from the collision relationships

    Real-time virtual fitting with body measurement and motion smoothing

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    Cataloged from PDF version of article.We present a novel virtual fitting room framework using a depth sensor, which provides a realistic fitting experience with customized motion filters, size adjustments and physical simulation. The proposed scaling method adjusts the avatar and determines a standardized apparel size according to the user's measurements, prepares the collision mesh and the physics simulation, with a total of 1 s preprocessing time. The real-time motion filters prevent unnatural artifacts due to the noise from depth sensor or self-occluded body parts. We apply bone splitting to realistically render the body parts near the joints. All components are integrated efficiently to keep the frame rate higher than previous works while not sacrificing realism. (C) 2014 Elsevier Ltd. All rights reserved
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