4,545 research outputs found
NOViSE: a virtual natural orifice transluminal endoscopic surgery simulator
Purpose: Natural Orifice Transluminal Endoscopic Surgery (NOTES) is a novel technique in minimally invasive surgery whereby a flexible endoscope is inserted via a natural orifice to gain access to the abdominal cavity, leaving no external scars. This innovative use of flexible endoscopy creates many new challenges and is associated with a steep learning curve for clinicians. Methods: We developed NOViSE - the first force-feedback enabled virtual reality simulator for NOTES training supporting a flexible endoscope. The haptic device is custom built and the behaviour of the virtual flexible endoscope is based on an established theoretical framework – the Cosserat Theory of Elastic Rods. Results: We present the application of NOViSE to the simulation of a hybrid trans-gastric cholecystectomy procedure. Preliminary results of face, content and construct validation have previously shown that NOViSE delivers the required level of realism for training of endoscopic manipulation skills specific to NOTES Conclusions: VR simulation of NOTES procedures can contribute to surgical training and improve the educational experience without putting patients at risk, raising ethical issues or requiring expensive animal or cadaver facilities. In the context of an experimental technique, NOViSE could potentially facilitate NOTES development and contribute to its wider use by keeping practitioners up to date with this novel surgical technique. NOViSE is a first prototype and the initial results indicate that it provides promising foundations for further development
DiffXPBD : Differentiable Position-Based Simulation of Compliant Constraint Dynamics
We present DiffXPBD, a novel and efficient analytical formulation for the
differentiable position-based simulation of compliant constrained dynamics
(XPBD). Our proposed method allows computation of gradients of numerous
parameters with respect to a goal function simultaneously leveraging a
performant simulation model. The method is efficient, thus enabling
differentiable simulations of high resolution geometries and degrees of freedom
(DoFs). Collisions are naturally included in the framework. Our differentiable
model allows a user to easily add additional optimization variables. Every
control variable gradient requires the computation of only a few partial
derivatives which can be computed using automatic differentiation code. We
demonstrate the efficacy of the method with examples such as elastic material
parameter estimation, initial value optimization, optimizing for underlying
body shape and pose by only observing the clothing, and optimizing a
time-varying external force sequence to match sparse keyframe shapes at
specific times. Our approach demonstrates excellent efficiency and we
demonstrate this on high resolution meshes with optimizations involving over 26
million degrees of freedom. Making an existing solver differentiable requires
only a few modifications and the model is compatible with both modern CPU and
GPU multi-core hardware
Realistic Hair Simulation: Animation and Rendering
International audienceThe last five years have seen a profusion of innovative solutions to one of the most challenging tasks in character synthesis: hair simulation. This class covers both recent and novel research ideas in hair animation and rendering, and presents time tested industrial practices that resulted in spectacular imagery
Animating Virtual Human for Virtual Batik Modeling
This research paper describes a development of animating virtual human for virtual
batik modeling project. The objectives of this project are to animate the virtual
human, to map the cloth with the virtual human body, to present the batik cloth, and
to evaluate the application in terms of realism of virtual human look, realism of
virtual human movement, realism of 3D scene, application suitability, application
usability, fashion suitability and user acceptance. The final goal is to accomplish an
animated virtual human for virtual batik modeling. There are 3 essential phases
which research and analysis (data collection of modeling and animating technique),
development (model and animate virtual human, map cloth to body and add a music)
and evaluation (evaluation of realism of virtual human look, realism of virtual human
movement, realism of props, application suitability, application usability, fashion
suitability and user acceptance). The result for application usability is the highest
percentage which 90%. Result show that this application is useful to the people. In
conclusion, this project has met the objective, which the realism is achieved by used a
suitable technique for modeling and animating
A tutorial on motion capture driven character animation
Motion capture (MoCap) is an increasingly important technique to create realistic human motion for animation. However MoCap data are noisy, the resulting animation is often inaccurate and unrealistic without elaborate manual processing of the data. In this paper, we will discuss practical issues for MoCap driven character animation, particularly when using commercial toolkits. We highlight open topics in this field for future research. MoCap animations created in this project will be demonstrated at the conference
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A Material Point Method for Simulating Frictional Contact with Diverse Materials
We present an extension to the Material Point Method (MPM) for simulating elastic objects with various co-dimensions like hair (1D), thin shells (2D), and volumetric objects (3D). We simulate thin shells with frictional contact using a combination of MPM and subdivision finite elements. The shell kinematics are assumed to follow a continuum shell model which is decomposed into a Kirchhoff-Love motion that rotates the mid-surface normals followed by shearing and compression/extension of the material along the mid-surface normal. We use this decomposition to design an elastoplastic constitutive model to resolve frictional contact by decoupling resistance to contact and shearing from the bending resistance components of stress. We show that by resolving frictional contact with a continuum approach, our hybrid Lagrangian/Eulerian approach is capable of simulating challenging shell contact scenarios with hundreds of thousands to millions of degrees of freedom. Furthermore our technique naturally couples with other traditional MPM methods for simulating granular materials. Without the need for collision detection or resolution, our method runs in a few minutes per frame in these high resolution examples. For the simulation of hair and volumetric elastic objects, we utilize a Lagrangian mesh for internal force computation and an Eulerian mesh for self collision as well as coupling with external materials. While the updated Lagrangian discretization where the Eulerian grid degrees of freedom are used to take variations of the potential energy is effective in simulating thin shells, its frictional contact response strategy does not generalize to volumetric objects. Therefore, we develop a hybrid approach that retains Lagrangian degrees of freedom while still allowing for natural coupling with other materials simulated with traditional MPM. We demonstrate the efficacy of our technique with examples that involve elastic soft tissues coupled with kinematic skeletons, extreme deformation, and coupling with multiple elastoplastic materials. Our approach also naturally allows for two-way rigid body coupling
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Multi-Scale Models to Simulate Interactions between Liquid and Thin Structures
In this dissertation, we introduce a framework for simulating the dynamics between liquid and thin structures, including the effects of buoyancy, drag, capillary cohesion, dripping, and diffusion. After introducing related works, Part I begins with a discussion on the interactions between Newtonian fluid and fabrics. In this discussion, we treat both the fluid and the fabrics as continuum media; thus, the physical model is built from mixture theory. In Part II, we discuss the interactions between Newtonian fluid and hairs. To have more detailed dynamics, we no longer treat the hairs as continuum media. Instead, we treat them as discrete Kirchhoff rods. To deal with the thin layer of liquid that clings to the hairs, we augment each hair strand with a height field representation, through which we introduce a new reduced-dimensional flow model to solve the motion of liquid along the longitudinal direction of each hair. In addition, we develop a faithful model for the hairs' cohesion induced by surface tension, where a penalty force is applied to simulate the collision and cohesion between hairs. To enable the discrete strands interact with continuum-based, shear-dependent liquid, in Part III, we develop models that account for the volume change of the liquid as it passes through strands and the momentum exchange between the strands and the liquid. Accordingly, we extend the reduced-dimensional flow model to simulate liquid with elastoviscoplastic behavior. Furthermore, we use a constraint-based model to replace the penalty-force model to handle contact, which enables an accurate simulation of the frictional and adhesive effects between wet strands. We also present a principled method to preserve the total momentum of a strand and its surface flow, as well as an analytic plastic flow approach for Herschel-Bulkley fluid that enables stable semi-implicit integration at larger time steps.
We demonstrate a wide range of effects, including the challenging animation scenarios involving splashing, wringing, and colliding of wet clothes, as well as flipping of hair, animals shaking, spinning roller brushes from car washes being dunked in water, and intricate hair coalescence effects. For complex liquids, we explore a series of challenging scenarios, including strands interacting with oil paint, mud, cream, melted chocolate, and pasta sauce
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A Material Point Method for Elastoplasticity with Ductile Fracture and Frictional Contact
Simulating physical materials with dynamic movements to photo-realistic resolution has always been one of the most crucial and challenging topics in Computer Graphics. This dissertation considers large-strain elastoplasticity theory applied to the low-to-medium stiffness regime, with topological changes and codimensional objects incorporated. We introduce improvements to the Material Point Method (MPM) for two particular objectives, simulating fracturing ductile materials and incorporation of MPM and Lagrangian Finite Element Method (FEM).Our first contribution, simulating ductile fracture, utilizes traditional particle-based MPM [SSC13, SCS94] as well as the Lagrangian energy formulation of [JSS15] which uses a tetrahedron mesh, rather than particle-based estimation of the deformation gradient and potential energy. We model failure and fracture via elastoplasticity with damage. The material is elastic until its deformation exceeds a Rankine or von Mises yield condition. At that point, we use a softening model that shrinks the yield surface until it reaches the damage thresh- old. Once damaged, the material Lam ́e coefficients are modified to represent failed material. This approach to simulating ductile fracture with MPM is successful, as MPM naturally captures the topological changes coming from the fracture. However, rendering the crack surfaces can be challenging. We design a novel visualization technique dedicated to rendering the material’s boundary and its intersection with the evolving crack surfaces. Our approach uses a simple and efficient element splitting strategy for tetrahedron meshes to create crack surfaces. It employs an extrapolation technique based on the MPM simulation. For traditional particle-based MPM, we use an initial Delaunay tetrahedralization to connect randomly sampled MPM particles. Our visualization technique is a post-process and can run after the MPM simulation for efficiency. We demonstrate our method with several challenging simulations of ductile failure with considerable and persistent self-contact and applications with thermomechanical models for baking and cooking.Our second contribution, hybrid MPM–Lagrangian-FEM, aims to simulate elastic objects like hair, rubber, and soft tissues. It utilizes a Lagrangian mesh for internal force computation and a Eulerian grid for self-collision, as well as coupling with external materials. While recent MPM techniques allow for natural simulation of hyperelastic materials represented with Lagrangian meshes, they utilize an updated Lagrangian discretization and use the Eulerian grid degrees of freedom to take variations of the potential energy. It often coarsens the degrees of freedom of the Lagrangian mesh and can lead to artifacts. We develop a hybrid approach that retains Lagrangian degrees of freedom while still allowing for natural coupling with other materials simulated with traditional MPM, e.g., sand, snow, etc. Furthermore, while recent MPM advances allow for resolution of frictional contact with codimensional simulation of hyperelasticity, they do not generalize to the case of volumetric materials. We show that our hybrid approach resolves these issues. We demonstrate the efficacy of our technique with examples that involve elastic soft tissues coupled with kinematic skeletons, extreme deformation, and coupling with various elastoplastic materials. Our approach also naturally allows for two-way rigid body coupling
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