397 Works

Effect of an Encounter-Type Haptic Device on Forceps Position Reproducibility in Laparoscopic Tracking Training

Akinobu Morishima, Akihiro Terashima, Kazutaka Obama, Yoshiharu Sakai, Taro Maeda & Hideyuki Ando
This paper describes an improvement to our previously proposed laparoscopic training system that was designed to improve surgical skill transmission by allowing surgical trainees to replicate the movements of skilled surgeons dis-played on a monitor. However, we found that with this system, the precision of followability in the depth direction was low in comparison with that on the monitor in the planar direction. Herein, to improve the reproducibility of the forceps position and present clues...

User Evaluation of Visuo-Haptic Collocation System

B. Cha, Y. Bae, W. Choi & J. Ryu
In the encounter-type haptic display systems, visuo-haptic collocation is essential because a poorly collocated pair of virtual and real objects may hinder natural interaction. This poster presents user evaluation results of a visuo-haptic collocation system. By measuring performances of two tasks for pressing a button and grasping a steering wheel, the developed visuohaptic collocation system can provide users with natural interaction experiences.

RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location

Ingo Wald, Will Usher, Nathan Morrical, Laura Lediaev & Valerio Pascucci
We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral meshes. Starting with a CUDA reference method, we describe and evaluate three different approaches to reformulate this problem in a manner that allows it to be mapped to these new hardware units. Each variant replaces the simpler problem of point queries with the more...

Temporally Dense Ray Tracing

Pontus Andersson, Jim Nilsson, Marco Salvi, Josef Spjut & Tomas Akenine-Möller
We present a technique for real-time ray tracing with the goal of reaching 240 frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human visual system aid in integrating high-quality images. We use a combination of frameless and interleaved rendering concepts together with ideas from temporal antialiasing algorithms and novel building blocks-the major one being adaptive selection of pixel...

Solving Variational Problems Using Nonlinear Rotation-invariant Coordinates

Josua Sassen, Behrend Heeren, Klaus Hildebrandt & Martin Rumpf
We consider Nonlinear Rotation-Invariant Coordinates (NRIC) representing triangle meshes with fixed combinatorics as a vector stacking all edge lengths and dihedral angles. Previously, conditions for the existence of vertex positions matching given NRIC have been established. We develop the machinery needed to use NRIC for solving geometric optimization problems. Moreover, we introduce a fast and robust algorithm that reconstructs vertex positions from close-to integrable NRIC. Our experiments underline that NRIC-based optimization is especially effective for...

Adaptive Block Coordinate Descent for Distortion Minimization

Alexander Naitsat & Yehoshua Y. Zeevi
We present a new unified algorithm for optimizing geometric energies and computing positively oriented simplicial mappings. Its major improvements over the state-of-the-art are: adaptive partition of vertices into coordinate blocks with the blended local-global strategy, introduction of new distortion energies for repairing inverted and degenerated simplices, modification of standard rotation-invariant measures, introduction of displacement norm for improving convergence criteria and for controlling the proposed local-global blending. Together these improvements form the basis for Adaptive Block...

Implementing One-Click Caustics in Corona Renderer

Martin Šik & Jaroslav Krivánek
This paper describes the implementation of a fully automatic caustics rendering solution in Corona Renderer. The main requirement is that the technique be completely transparent to the user, should not need any parameter setting at all, and be fully integrated into the interactive and progressive rendering workflow. We base our approach on an efficient subset of the vertex connection and merging algorithm, specifically a multiple importance sampling combination of path tracing and photon mapping. We...

Visual Analytics of Simulation Ensembles for Network Dynamics

Quynh Quang Ngo, Marc-Thorsten Hütt & Lars Linsen
A central question in the field of Network Science is to analyze the role of a given network topology on the dynamical behavior captured by time-varying simulations executed on the network. These dynamical systems are also influenced by global simulation parameters. We present a visual analytics approach that supports the investigation of the impact of the parameter settings, i.e., how parameter choices change the role of network topology on the simulations' dynamics. To answer this...

Visualizing Transport and Mixing in Particle-based Fluid Flows

Tobias Rapp & Carsten Dachsbacher
To gain insight into large, time-dependent particle-based fluid flows, we visually analyze Lagrangian coherent structures (LCS), a robust skeleton of the underlying particle dynamics. To identify these coherent structures, we build on recent work that efficiently computes the finite-time Lyapunov exponent (FTLE) directly on particle data. We formulate the LCS definitions for particles based on robust approximations for higher-order derivatives of the FTLE. Based on these formulations, we derive a per-particle distance to the closest...

VMV 2019: Frontmatter

Hans-Jörg Schulz, Matthias Teschner & Michael Wimmer

Clustering Ensembles of 3D Jet-Stream Core Lines

Michael Kern & Rüdiger Westermann
The extraction of a jet-stream core line in a wind field results in many disconnected line segments of arbitrary topology. In an ensemble of wind fields, these structures show high variation, coincide only partly, and almost nowhere agree in all ensemble members. In this paper, we shed light on the use of clustering for visualizing an ensemble of jet-stream core lines. Since classical approaches for clustering 3D line sets fail due to the mentioned properties,...

RegionSketch: Interactive and Rapid Creation of 3D Models with Rich Details

Shuai Liu, Fei Hou, Aimin Hao & Hong Qin
In this paper, we articulate a new approach to interactive generation of 3D models with rich details by way of sketching sparse 2D strokes. Our novel method is a natural extension of Poisson vector graphics (PVG). We design new algorithms that distinguish themselves from other existing sketch-based design systems with three unique features: (1) A novel sketch metaphor to create freeform surface based on Poisson's equation, which is simple, intuitive, and free of ambiguity; (2)...

Rendering Transparent Materials with a Complex Refractive Index: Semi-conductor and Conductor Thin Layers

Morgane Gerardin, Nicolas Holzschuch & Pauline Martinetto
During physical simulation of light transport, we separate materials between conductors and dielectrics. The former have a complex refractive index and are treated as opaque, the latter a real one and are treated as transparent. However, thin layers with a complex refractive index can become transparent if their thickness is small compared to the extinction coeffcient. This happens with thin metallic layers, but also with many pigments that are semiconductors: their extinction coeffcient (the imaginary...

Neural Appearance Synthesis and Transfer

Ilya Mazlov, Sebastian Merzbach, Elena Trunz & Reinhard Klein
Appearance acquisition is a challenging problem. Existing approaches require expensive hardware and acquisition times are long. Alternative ''in-the-wild'' few-shot approaches provide a limited reconstruction quality. Furthermore, there is a fundamental tradeoff between spatial resolution and the physical sample dimensions that can be captured in one measurement. In this paper, we investigate how neural texture synthesis and neural style transfer approaches can be applied to generate new materials with high spatial resolution from high quality SVBRDF...

ICAT-EGVE 2019: Frontmatter

Yasuaki Kakehi & Atsushi Hiyama

FaceDrive: Facial Expression Driven Operation to Control Virtual Supernumerary Robotic Arms

Masaaki Fukuoka, Adrien Verhulst, Fumihiko Nakamura, Ryo Takizawa, Katsutoshi Masai & Maki Sugimoto
Supernumerary Robotic Limbs (SRLs) can make physical activities easier, but require cooperation with the operator. To improve cooperation between the SRLs and the operator, the SRLs can try to predict the operator's intentions. A way to predict the operator's intentions is to use his/her Facial Expressions (FEs). Here we investigate the mapping between FEs and Supernumerary Robotic Arms (SRAs) commands (e.g. grab, release). To measure FEs, we used a optical sensor-based approach (here inside a...

Evaluation of Virtual Reality Tracking Systems Underwater

Raphael Costa, Rongkai Guo & John Quarles
The objective of this research is to compare the effectiveness of various virtual reality tracking systems underwater. There have been few works in aquatic virtual reality (VR) - i.e., VR systems that can be used in a real underwater environment. Moreover, the works that have been done have noted limitations on tracking accuracy. Our initial test results suggest that inertial measurement units work well underwater for orientation tracking but a different approach is needed for...

Virtual Reality Callouts - Demonstrating Knowledge With Spatial-Related Textual Information

Robin Horst, Anika Degreif, Marvin Mathy & Ralf Dörner
Virtual (VR) and augmented reality (AR) can bring an added value during the demonstration of knowledge, as for example within an interactive research demo. Callouts are strings of text which are connected by a line to a specific feature of an object. These visual annotations can be used during such demos and can be placed in different kinds of media, such as illustrations, technical drawings, images and videos. Callouts are also used in virtual 3D...

CGVC 2019: Frontmatter

Franck P. Vidal, Gary K. L. Tam & Jonathan C. Roberts

Deformed Reality

Antoine Petit, Nazim Haouchine, Frederick Roy, Daniel B. Goldman & Stephane Cotin
We present Deformed Reality, a new way of interacting with an augmented reality environment by manipulating 3D objects in an intuitive and physically-consistent manner. Using the core principle of augmented reality to estimate rigid pose over time, our method makes it possible for the user to deform the targeted object while it is being rendered with its natural texture, giving the sense of a interactive scene editing. Our framework follows a computationally efficient pipeline that...

A Somatic Approach to Combating Cybersickness Utilising Airflow Feedback

Jake Harrington, Benjamin Williams & Christopher Headleand
Abstract This paper presents a novel somatosensory approach towards reducing the risk of cybersickness during virtual reality locomotion in a 3D environment. We start by presenting theories regarding the cause of cybersickness which led to the proposal and construction of a prototype airflow-based feedback system. The solution proposed by this paper builds on the concept of sensory misalignment, where the body struggles understand its state due to conflicting sensory feedback and consequently generates negative health...

Hash-based Hierarchical Caching for Interactive Previews in Global Illumination Rendering

Thorsten Roth, Martin Weier, Pablo Bauszat, André Hinkenjann & Yongmin Li
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way...

HIFUpm: a Visual Environment to Plan and Monitor High Intensity Focused Ultrasound Treatments

Daniela Modena, Davide Bassano, Aaldert Elevelt, Marco Baragona, Peter A. J. Hilbers & Michel A. Westenberg
High Intensity Focused Ultrasound (HIFU) is a non invasive therapeutic method, which has been a subject of interest for the treatment of various kinds of tumors. Despite the numerous advantages, HIFU techniques do not reach the high delivery precision like other therapies (e.g., radiotherapy). For this reason, a correct therapy planning and monitoring in HIFU treatments remains a challenge. We propose HIFUpm, a visual analytics approach which enables the visualization of the HIFU simulation results,...

Interactive and Immersive Tools for Point Clouds in Archaeology

Ronan Gaugne, Quentin Petit, Jean-Baptiste Barreau & Valérie Gouranton
In this article, we present a framework for an immersive and interactive 3D manipulation of large point clouds, in the context of an archaeological study. The framework was designed in an interdisciplinary collaboration with archaeologists.We first applied this framework for the study of an 17th-century building of a Real Tennis court. We propose a display infrastructure associated with a set of tools that allows archaeologists to interact directly with the point cloud within their study...

Production of Instructional Videos Using a Virtual Presentation Room on a Mobile Head-mounted Display

Kojiro Yano
Instructional videos are frequently used in education and it is important for teachers to produce the materials with minimal time and efforts. In this article, I report SlidesGo, a "virtual presentation room" software for a mobile head-mounted display. It allows a user to record a slide presentation video with an avatar in a virtual environment as well as to record head orientations during a presentation. and produce a heatmap to characterize the visual attention of...

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  • 2019
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