Show simple item record

dc.contributor.authorKamarianakis, Manosen_US
dc.contributor.authorProtopsaltis, Antonisen_US
dc.contributor.authorAngelis, Dimitrisen_US
dc.contributor.authorTamiolakis, Michailen_US
dc.contributor.authorPapagiannakis, Georgeen_US
dc.contributor.editorHideaki Uchiyamaen_US
dc.contributor.editorJean-Marie Normanden_US
dc.date.accessioned2022-11-29T07:25:21Z
dc.date.available2022-11-29T07:25:21Z
dc.date.issued2022
dc.identifier.isbn978-3-03868-179-3
dc.identifier.issn1727-530X
dc.identifier.urihttps://doi.org/10.2312/egve.20221275
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20221275
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies -> Mesh geometry models; Virtual reality; Mathematics of computing -> Mesh generation
dc.subjectComputing methodologies
dc.subjectMesh geometry models
dc.subjectVirtual reality
dc.subjectMathematics of computing
dc.subjectMesh generation
dc.titleProgressive Tearing and Cutting of Soft-bodies in High-performance Virtual Realityen_US
dc.description.seriesinformationICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
dc.description.sectionheadersHaptics and Remote
dc.identifier.doi10.2312/egve.20221275
dc.identifier.pages45-53
dc.identifier.pages9 pages


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record

Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License