4,654 research outputs found

    A 3D discrete model of the diaphragm and human trunk

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    In this paper, a 3D discrete model is presented to model the movements of the trunk during breathing. In this model, objects are represented by physical particles on their contours. A simple notion of force generated by a linear actuator allows the model to create forces on each particle by way of a geometrical attractor. Tissue elasticity and contractility are modeled by local shape memory and muscular fibers attractors. A specific dynamic MRI study was used to build a simple trunk model comprised of by three compartments: lungs, diaphragm and abdomen. This model was registered on the real geometry. Simulation results were compared qualitatively as well as quantitatively to the experimental data, in terms of volume and geometry. A good correlation was obtained between the model and the real data. Thanks to this model, pathology such as hemidiaphragm paralysis can also be simulated.Comment: published in: "Lung Modelling", France (2006

    Learning to Navigate Cloth using Haptics

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    We present a controller that allows an arm-like manipulator to navigate deformable cloth garments in simulation through the use of haptic information. The main challenge of such a controller is to avoid getting tangled in, tearing or punching through the deforming cloth. Our controller aggregates force information from a number of haptic-sensing spheres all along the manipulator for guidance. Based on haptic forces, each individual sphere updates its target location, and the conflicts that arise between this set of desired positions is resolved by solving an inverse kinematic problem with constraints. Reinforcement learning is used to train the controller for a single haptic-sensing sphere, where a training run is terminated (and thus penalized) when large forces are detected due to contact between the sphere and a simplified model of the cloth. In simulation, we demonstrate successful navigation of a robotic arm through a variety of garments, including an isolated sleeve, a jacket, a shirt, and shorts. Our controller out-performs two baseline controllers: one without haptics and another that was trained based on large forces between the sphere and cloth, but without early termination.Comment: Supplementary video available at https://youtu.be/iHqwZPKVd4A. Related publications http://www.cc.gatech.edu/~karenliu/Robotic_dressing.htm

    NON-RIGID BODY MECHANICAL PROPERTY RECOVERY FROM IMAGES AND VIDEOS

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    Material property has great importance in surgical simulation and virtual reality. The mechanical properties of the human soft tissue are critical to characterize the tissue deformation of each patient. Studies have shown that the tissue stiffness described by the tissue properties may indicate abnormal pathological process. The (recovered) elasticity parameters can assist surgeons to perform better pre-op surgical planning and enable medical robots to carry out personalized surgical procedures. Traditional elasticity parameters estimation methods rely largely on known external forces measured by special devices and strain field estimated by landmarks on the deformable bodies. Or they are limited to mechanical property estimation for quasi-static deformation. For virtual reality applications such as virtual try-on, garment material capturing is of equal significance as the geometry reconstruction. In this thesis, I present novel approaches for automatically estimating the material properties of soft bodies from images or from a video capturing the motion of the deformable body. I use a coupled simulation-optimization-identification framework to deform one soft body at its original, non-deformed state to match the deformed geometry of the same object in its deformed state. The optimal set of material parameters is thereby determined by minimizing the error metric function. This method can simultaneously recover the elasticity parameters of multiple regions of soft bodies using Finite Element Method-based simulation (of either linear or nonlinear materials undergoing large deformation) and particle-swarm optimization methods. I demonstrate the effectiveness of this approach on real-time interaction with virtual organs in patient-specific surgical simulation, using parameters acquired from low-resolution medical images. With the recovered elasticity parameters and the age of the prostate cancer patients as features, I build a cancer grading and staging classifier. The classifier achieves up to 91% for predicting cancer T-Stage and 88% for predicting Gleason score. To recover the mechanical properties of soft bodies from a video, I propose a method which couples statistical graphical model with FEM simulation. Using this method, I can recover the material properties of a soft ball from a high-speed camera video that captures the motion of the ball. Furthermore, I extend the material recovery framework to fabric material identification. I propose a novel method for garment material extraction from a single-view image and a learning based cloth material recovery method from a video recording the motion of the cloth. Most recent garment capturing techniques rely on acquiring multiple views of clothing, which may not always be readily available, especially in the case of pre-existing photographs from the web. As an alternative, I propose a method that can compute a 3D model of a human body and its outfit from a single photograph with little human interaction. My proposed learning-based cloth material type recovery method exploits simulated data-set and deep neural network. I demonstrate the effectiveness of my algorithms by re-purposing the reconstructed garments for virtual try-on, garment transfer, and cloth animation on digital characters. With the recovered mechanical properties, one can construct a virtual world with soft objects exhibiting real-world behaviors.Doctor of Philosoph

    Integrating body scanning solutions into virtual dressing rooms

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    The world is entering its 4th Industrial Revolution, a new era of manufacturing characterized by ubiquitous digitization and computing. One industry to benefit and grow from this revolution is the fashion industry, in which Europe (and Italy in particular) has long maintained a global lead. To evolve with the changes in technology, we developed the IT- SHIRT project. In the context of this project, a key challenge relies on developing a virtual dressing room in which the final users (customers) can virtually try different clothes on their bodies. In this paper, we tackle the aforementioned issue by providing a critical analysis of the existing body scanning solutions, identifying their strengths and weaknesses towards their integration within the pipeline of virtual dressing rooms

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    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
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