5 research outputs found

    Project Elements: A computational entity-component-system in a scene-graph pythonic framework, for a neural, geometric computer graphics curriculum

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    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

    Progressive tearing and cutting of soft-bodies in high-performance virtual reality

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    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

    MAGES 4.0: Accelerating the world's transition to medical VR training

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    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

    Toward supporting XR services:architecture and enablers

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    Abstract Emerging cross-reality (XR) applications, including holography, augmented, virtual, and mixed reality, are characterized by unprecedented requirements for Quality of Experience (QoE), largely exceeding those currently attainable. To cope with these requirements, noticeable efforts and a number of initiatives are ongoing to enhance the current communications technologies, especially in the direction of supporting ultralow latency and increased bandwidth. This work proposes an architecture that puts together the key enablers to support future XR applications, highlighting the shortcomings of existing technologies and leveraging the ongoing innovations. It demonstrates the feasibility of the proposed architecture by describing the processes driving the platform with relevant use case scenarios, and mapping the envisioned functionality to existing tools

    Cloud for Holography and Augmented Reality

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    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
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