120 research outputs found
MICADO: Models of Interactive Constraints for the Assembling of 1D Deformable Objects
This paper introduces a set of Lagrangian constraints, allowing most needed interaction and combinations of one-dimensional deformable elements for creating complex structures. The proposed tools can potentially be used with a large set of available 1D-models. All constraints formulation are compatible with linear, displacement-based, integration schemes. The proposed constraints allow for real-time complex structure simulation, and also novel interactions between simulated objects. Various examples are provided, illustrating the benefit of the proposed numerical tools
Drag'n Go: Simple and Fast Navigation in Virtual Environment
4 pages.International audienceIn this paper we introduce the Drag'n Go technique to navigate in multi-scale virtual 3d environment. This new technique takes its root from the point of interest (POI) approach where the user selects a target to reach. The biggest difference between the two is that with Drag'n Go the user keeps full control of its position relative to the target as well as its traveling speed. The technique requires only a 2d input and consequently, can be used with a large amount of devices like mouse, touch or pen screen. We conducted preliminary experiment that highlights that Drag'n Go is an efficient and appreciated method for touch-based device and a competitive approach for mouse-based device
Unified processing of constraints for interactive simulation
International audienceThis paper introduces a generic way of dealing with a set of different constraints (bilateral, unilateral, dry friction) in the context of interactive simulation. We show that all the mentioned constraints can be handled within a unified framework: we define the notion of generalized constraints, which can be derived into most classical constraints types. The solving method is based on an implicit treatment of constraints that provides good stability for interactive applications using deformable models and rigid bodies. Each constraint law is expressed in constraint subspace, making constraint evaluation much easier. A global solution is calculated using an iterative process that takes into account the mechanical coupling between the constraints. Various examples, from basic to more complex, show the practical advantage of using generalized constraints, as a way of creating heterogeneously constrained systems, as well as the scalability of the proposed method
A Sketch-Based Interface for Annotation of 3D Brain Vascular Reconstructions
Within the medical imaging community, 3D models of anatomical structures are now widely used in order to establish more accurate diagnoses than those based on 2D images. Many research works focus on an automatic process to build such 3D models. However automatic reconstruction induces many artifacts if the anatomical structure exhibits tortuous and thin parts (such as vascular networks) and the correction of these artifacts involves 3D-modeling skills and times that radiologists do not have. This article presents a semi-automatic approach to build a correct topology of vascular networks from 3D medical images. The user interface is based on sketching; user strokes both defines a command and the part of geometry where the command is applied to. Moreover the user-gesture speed is taken into account to adjust the command: a slow and precise gesture will correct a local part of the topology while a fast gesture will correct a larger part of the topology. Our system relies on an automatic segmentation that provides a initial guess that the user can interactively modify using the proposed set of commands. This allows to correct the anatomical aberrations or ambiguities that appear on the segmented model in a few strokes.Dans le domaine de l'imagerie médicale, la modélisation 3D de structures anatomiques est maintenant largement utilisée dans l'optique d'é}tablir des diagnostics plus précis qu'avec des données basées sur des images 2D. Aujourd'hui, de nombreux travaux mettent l'accent sur les méthodes automatique de reconstruction de modèles 3D mais ces méthodes induisent de nombreuses erreurs. Avec une structure anatomique (réseau cérébral) présente des parties assez fines et tortueuses, des erreurs sont introduites, cela nécessitent de la correction du modèle 3D, mais aussi des compétences et des heures que les radiologistes ne possèdent pas. Cet article présente une approche semi-automatique de reconstruction d'une topologie correcte de réseaux vasculaires issus d'images médicales en 3D. Notre système repose sur une segmentation automatique qui fournit une estimation initiale dont l'utilisateur peut modifier interactivement en utilisant un jeu proposé de commandes basées sur le croquis. Cela permet de corriger les aberrations anatomiques ou les ambiguïtés qui apparaissent sur le modèle segmenté en quelques traits
Asynchronous Interactive Physical Simulation
This document introduces a multi-agent framework for real-time physical simulation. Unlike classical physical simulators, no shared discrete time-line is imposed to simulated objects. Each simulated object is an autonomous agent that can maintain its simulation state, and possibly modify its behavior by checking its environment. Decision schemes are proposed that enable objects to locally adapt their computation time, in order to maintain approximate global synchronization. Results and measures are presented, especially regarding time management and simulation synchronization in regard of classical simulation methods. Examples are shown, outlining some of the practical advantages such a framework provides
Mouvements pseudo-rigides pour des interactions multi-doigts plus flexibles
National audienceMulti-touch interaction requires a trade-off between users' desires and capabilities, and gesture recognition constraints. Current approaches to that problem lack flexibility. The number of fingers used for a gesture usually plays a key part in the recognition process, for example. In this paper, we propose the use of pseudo-rigid movements to increase the flexibility of this process. We show how these movements can be determined in real time from the contact information usually available. We explain how they allow to free the recognition process from the number of fingers used and to move towards multi movement gestures, independent or coordinated. Finally, we present an interaction technique that takes advantage of this increased flexibility
Design and Evaluation of 3D Positioning Techniques for Multi-touch Displays
Multi-touch displays represent a promising technology for the display and manipulation of 3D data. To fully exploit their capabilities, appropriate interaction techniques must be designed. In this paper, we explore the design of free 3D positioning techniques for multi-touch displays to exploit the additional degrees of freedom provided by this technology. We present a first interaction technique to extend the standard four viewports technique found in commercial CAD applications and a second technique designed to allow free 3D positioning with a single view of the scene. The two techniques were then evaluated in a controlled experiment. Results show no statistical difference for the positioning time but a clear preference for the Z-technique
Finding the Minimum Perceivable Size of a Tactile Element on an Ultrasonic Based Haptic Tablet
International audienceTactile devices with ultrasonic vibrations (based on squeeze film effect) using piezoelectric actuators are one of the existing haptic feedback technologies. In this study we have performed two psychophysical experiments on an ultrasonic haptic tablet, in order to find the minimum size of a tactile element on which all the users are able to perfectly identify different types of textures. Our results show that the spatial resolution of the tactile element on haptic touchscreen actually varies, depending on the number and types of tactile feedback information. A first experiment exhibits three different tactile textures, chosen as being easily recognized by users. We use these textures in a second experiment, and evaluate minimal spatial area on which the chosen set of textures can be recognized. Among other, we find the minimal size depends on the texture nature
Adaptive resolution of 1D mechanical B-spline
International audienceThis article presents an adaptive approach to B-spline curve physical simulation. We combine geometric refinement and coarsening techniques with an appropriate continuous mechanical model. We thus deal with the (temporal and geometric) continuity issues implied when mechanical adaptive resolution is used. To achieve real-time local adaptation of spline curves, some criteria and optimizations are shown. Among application examples, real-time knot tying is presented, and curve cutting is also pointed out as a nice sideeffect of the adaptive resolution animation framework
Real-time FEM based control of soft surgical robots
International audienceIn this paper, we present a new method for the control of soft surgical robots based on the real-time inverse simulation with internal deformation computed through the use of Finite Element Method. We also consider the coupling of this method with a modified version of the same algorithm for parametrization of soft-tissue models, in order to control the navigation of the robot while gathering information on the surrounding organs
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