2,738 research outputs found
Virtual Reality Games for Motor Rehabilitation
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
Three dimensional simulation of cloth drape
Research has been carried out in the study of cloth modelling over many decades.
The more recent arrival of computers however has meant that the necessary
complex calculations can be performed quicker and that visual display of the
results is more realistic than for the earlier models.
Today's textile and garment designers are happy to use the latest two dimensional
design and display technology to create designs and experiment with patterns and
colours. The computer is seen as an additional tool that performs some of the
more tedious jobs such as re-drawing, re-colouring and pattern sizing.
Designers have the ability and experience to visualise their ideas without the need
for photo reality. However the real garment must be created when promoting
these ideas to potential customers. Three dimensional computer visualisation of a
garment can remove the need to create the garment until after the customer has
placed an order.
As well as reducing costs in the fashion industry, realistic three dimensional cloth
animation has benefits for the computer games and film industries.
This thesis describes the development of a realistic cloth drape model. The
system uses the Finite Element Method for the draping equations and graphics
routines to enhance the visual display. During the research the problem of
collision detection and response involving dynamic models has been tackled and a
unique collision detection method has been developed. This method has proved
very accurate in the simulation of cloth drape over a body model and is also
described in the thesis.
Three dimensional design and display are seen as the next logical steps to current
two dimensional practices in the textiles industry. This thesis outlines current and
previous cloth modelling studies carried out by other research groups. It goes on
to provide a full description of the drape method that has been developed during
this research period
Asynchronous Variational Contact Mechanics
An asynchronous, variational method for simulating elastica in complex
contact and impact scenarios is developed. Asynchronous Variational Integrators
(AVIs) are extended to handle contact forces by associating different time
steps to forces instead of to spatial elements. By discretizing a barrier
potential by an infinite sum of nested quadratic potentials, these extended
AVIs are used to resolve contact while obeying momentum- and
energy-conservation laws. A series of two- and three-dimensional examples
illustrate the robustness and good energy behavior of the method
From early draping to haute couture models: 20 years of research
Simulating the complex fashion garments of haute couture can only be reached through an optimal combination of modeling techniques and numerical methods that combines high computation efficiency with the versatility required for simulating intricate garment designs. Here we describe optimal choices illustrated by their integration into a design and simulation tool that allow interactive prototyping of garments along drape motion and comfortability tests on animated postures. These techniques have been successfully used to bring haute couture garments from early draping of fashion designers, to be simulated and visualized in the virtual worl
Eulerian on Lagrangian Cloth Simulation
This thesis introduces a novel Eulerian-on-Lagrangian (EoL) approach for simulating cloth. This approach allows for the simulation of traditionally difficult cloth scenarios, such as draping and sliding cloth over sharp features like the edge of a table. A traditional Lagrangian approach models a cloth as a series of connected nodes. These nodes are free to move in 3d space, but have difficulty with sliding over hard edges. The cloth cannot always bend smoothly around these edges, as motion can only occur at existing nodes. An EoL approach adds additional flexibility to a Lagrangian approach by constructing special Eulerian on Lagrangian nodes (EoL Nodes), where cloth material can pass through a fixed point. On contact with the edge of a box, EoL nodes are introduced directly on the edge. These nodes allow the cloth to bend exactly at the edge, and pass smoothly over the area while sliding. Using this ‘Eulerian-on-Lagrangian’ discretization, a set of rules for introducing and constraining EoL Nodes, and an adaptive remesher, This simulator allows cloth to move in a sliding motion over sharp edges. The current implementation is limited to cloth collision with static boxes, but the method presented can be expanded to include contact with more complicated meshes and dynamic rigid bodies
The application of three-dimensional mass-spring structures in the real-time simulation of sheet materials for computer generated imagery
Despite the resources devoted to computer graphics technology over the last 40 years,
there is still a need to increase the realism with which flexible materials are simulated.
However, to date reported methods are restricted in their application by their use of
two-dimensional structures and implicit integration methods that lend themselves to
modelling cloth-like sheets but not stiffer, thicker materials in which bending moments
play a significant role.
This thesis presents a real-time, computationally efficient environment for simulations
of sheet materials. The approach described differs from other techniques principally
through its novel use of multilayer sheet structures. In addition to more accurately
modelling bending moment effects, it also allows the effects of increased temperature
within the environment to be simulated. Limitations of this approach include the
increased difficulties of calibrating a realistic and stable simulation compared to
implicit based methods.
A series of experiments are conducted to establish the effectiveness of the technique,
evaluating the suitability of different integration methods, sheet structures, and
simulation parameters, before conducting a Human Computer Interaction (HCI) based
evaluation to establish the effectiveness with which the technique can produce credible
simulations. These results are also compared against a system that utilises an
established method for sheet simulation and a hybrid solution that combines the use of
3D (i.e. multilayer) lattice structures with the recognised sheet simulation approach.
The results suggest that the use of a three-dimensional structure does provide a level of
enhanced realism when simulating stiff laminar materials although the best overall
results were achieved through the use of the hybrid model
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