9 research outputs found
Analysis of the Incircle predicate for the Euclidean Voronoi diagram of axes-aligned line segments
In this paper we study the most-demanding predicate for computing the
Euclidean Voronoi diagram of axes-aligned line segments, namely the Incircle
predicate. Our contribution is two-fold: firstly, we describe, in algorithmic
terms, how to compute the Incircle predicate for axes-aligned line segments,
and secondly we compute its algebraic degree. Our primary aim is to minimize
the algebraic degree, while, at the same time, taking into account the amount
of operations needed to compute our predicate of interest.
In our predicate analysis we show that the Incircle predicate can be answered
by evaluating the signs of algebraic expressions of degree at most 6; this is
half the algebraic degree we get when we evaluate the Incircle predicate using
the current state-of-the-art approach. In the most demanding cases of our
predicate evaluation, we reduce the problem of answering the Incircle predicate
to the problem of computing the sign of the value of a linear polynomial (in
one variable), when evaluated at a known specific root of a quadratic
polynomial (again in one variable). Another important aspect of our approach is
that, from a geometric point of view, we answer the most difficult case of the
predicate via implicitly performing point locations on an appropriately defined
subdivision of the place induced by the Voronoi circle implicated in the
Incircle predicate.Comment: 17 pages, 4 figures, work presented in the paper is part of M.
Kamarianakis' M.S. thesi
Progressive tearing and cutting of soft-bodies in high-performance virtual reality
We present an algorithm that allows a user within a virtual environment to
perform real-time unconstrained cuts or consecutive tears, i.e., progressive,
continuous fractures on a deformable rigged and soft-body mesh model in
high-performance 10ms. In order to recreate realistic results for different
physically-principled materials such as sponges, hard or soft tissues, we
incorporate a novel soft-body deformation, via a particle system layered on-top
of a linear-blend skinning model. Our framework allows the simulation of
realistic, surgical-grade cuts and continuous tears, especially valuable in the
context of medical VR training. In order to achieve high performance in VR, our
algorithms are based on Euclidean geometric predicates on the rigged mesh,
without requiring any specific model pre-processing. The contribution of this
work lies on the fact that current frameworks supporting similar kinds of model
tearing, either do not operate in high-performance real-time or only apply to
predefined tears. The framework presented allows the user to freely cut or tear
a 3D mesh model in a consecutive way, under 10ms, while preserving its
soft-body behaviour and/or allowing further animation.Comment: 9 pages, 11 figures, 3 tables, submitted to "International Conference
on Artificial Reality and Telexistence, Eurographics Symposium on Virtual
Environments 2022
Project Elements: A computational entity-component-system in a scene-graph pythonic framework, for a neural, geometric computer graphics curriculum
We present the Elements project, a computational science and computer
graphics (CG) framework, that offers for the first time the advantages of an
Entity-Component-System (ECS) along with the rapid prototyping convenience of a
Scenegraph-based pythonic framework. This novelty allows advances in the
teaching of CG: from heterogeneous directed acyclic graphs and depth-first
traversals, to animation, skinning, geometric algebra and shader-based
components rendered via unique systems all the way to their representation as
graph neural networks for 3D scientific visualization. Taking advantage of the
unique ECS in a a Scenegraph underlying system, this project aims to bridge CG
curricula and modern game engines, that are based on the same approach but
often present these notions in a black-box approach. It is designed to actively
utilize software design patterns, under an extensible open-source approach.
Although Elements provides a modern, simple to program pythonic approach with
Jupyter notebooks and unit-tests, its CG pipeline is not black-box, exposing
for teaching for the first time unique challenging scientific, visual and
neural computing concepts.Comment: 8 pages, 8 figures, 2 listings, submitted to EuroGraphics 2023
education trac
MAGES 4.0: Accelerating the world's transition to medical VR training
In this work, we propose MAGES 4.0, a novel Software Development Kit (SDK) to
accelerate the creation of collaborative medical training scenarios in VR/AR.
Our solution offers a versatile authoring platform for developers to create
medical simulations in a future-proof, low-code environment. MAGES breaks the
boundaries between realities since students can collaborate using virtual and
augmented reality devices at the same medical scene. With MAGES we provide a
solution to the 150-year-old training model which is unable to meet the level
of healthcare professionals needed. Our platform incorporates, among others,
the following novel advancements: a) 5G edge-cloud remote rendering and physics
dissection, b) realistic real-time simulation of organic tissues as
soft-bodies, c) a highly realistic cutting and tearing algorithm, d) neural
network assessment for user profiling and, e) a VR recorder to record and
replay or resume the training simulation from any perspective
Less Is More: Efficient Networked VR Transformation Handling Using Geometric Algebra
As shared, collaborative, networked, virtual environments become increasingly
popular, various challenges arise regarding the efficient transmission of model
and scene transformation data over the network. As user immersion and real-time
interactions heavily depend on VR stream synchronization, transmitting the
entire data sat does not seem a suitable approach, especially for sessions
involving a large number of users. Session recording is another
momentum-gaining feature of VR applications that also faces the same challenge.
The selection of a suitable data format can reduce the occupied volume, while
it may also allow effective replication of the VR session and optimized
post-processing for analytics and deep-learning algorithms. In this work, we
propose two algorithms that can be applied in the context of a networked
multiplayer VR session, to efficiently transmit the displacement and
orientation data from the users' hand-based VR HMDs. Moreover, we present a
novel method describing effective VR recording of the data exchanged in such a
session. Our algorithms, based on the use of dual-quaternions and multivectors,
impact the network consumption rate and are highly effective in scenarios
involving multiple users. By sending less data over the network and
interpolating the in-between frames locally, we manage to obtain better visual
results than current state-of-the-art methods. Lastly, we prove that, for
recording purposes, storing less data and interpolating them on-demand yields a
data set quantitatively close to the original one.Comment: 34 pages, 10 Figures, extended version of arXiv:2107.04875 ,
Submitted to Advances in Applied Clifford Algebras (AACA) - Revise
Cloud for Holography and Augmented Reality
The paper introduces the CHARITY framework, a novel framework which aspires to leverage the benefits of intelligent, network continuum autonomous orchestration of cloud, edge, and network resources, to create a symbiotic relationship between low and high latency infrastructures. These infrastructures will facilitate the needs of emerging applications such as holographic events, virtual reality training, and mixed reality entertainment. The framework relies on different enablers and technologies related to cloud and edge for offering a suitable environment in order to deliver the promise of ubiquitous computing to the NextGen application clients. The paper discusses the main pillars that support the CHARITY vision, and provide a description of the planned use cases that are planned to demonstrate CHARITY capabilities