• Publications
  • Influence
Real time muscle deformations using mass-spring systems
  • L. Nedel, D. Thalmann
  • Computer Science
    Proceedings. Computer Graphics International (Cat…
  • 22 June 1998
A method to simulate muscle deformation in real-time, still aiming at satisfying visual results, using a mass-spring system with a new kind of springs called "angular springs" which were developed to control the muscle volume during simulation.
Evaluating Usability of Information Visualization Techniques
The results towards the definition of criteria for evaluating information visualization techniques are reported, addressing evaluation of visual representations and interaction mechanisms.
A Formal Description of Multimodal Interaction Techniques for Immersive Virtual Reality Applications
This paper discusses the advantages of using a formal description technique (called ICO) to model interaction techniques and dialogues for VR applications and shows, through analysis of models, how the formal notation can help to ensure the usability, reliability and efficiency of virtual reality systems.
Designing a Vibrotactile Head-Mounted Display for Spatial Awareness in 3D Spaces
This paper designs and assess a haptic guidance technique for 3D environments and assessed a vibrotactile HMD made to render the position of objects in a 3D space around the subject by varying both stimulus loci and vibration frequency.
Using the PhysX engine for physics‐based virtual surgery with force feedback
Higher latencies in physics engines, compared to what is necessary for real‐time graphics and haptics, offer significant barriers to their use in interactive simulation environments.
GPU Accelerated Path-Planning for Multi-agents in Virtual Environments
A GPU-based strategy to implement a path planner that produces natural steering behaviors for virtual humans using a numerical solution for boundary value problems and achieves a speed up to 56 times the previous implementation.
Anatomy-based joint models for virtual human skeletons
A new joint model for articulated human skeletons based in human anatomy and conceived for use in medical applications is described, which tries to overcome some limitations of other models used in computer graphics.
Marching Cubes without Skinny Triangles
It is shown how simple changes to Marching cubes can lead to a drastically reduced number of degenerate triangles, making it a more practical choice for isosurface grid generation.
An Analysis of VR Technology Used in Immersive Simulations with a Serious Game Perspective
It is suggested that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation, but it also has limitations such as motion sickness and restricted access to VR hardware.
Localized Magnification in Vibrotactile HMDs for Accurate Spatial Awareness
After performing a within-subject naive search task using a head-mounted vibrotactile display, it is found that increasing the density of the array locally provides higher performance in detecting directional cues.