Laurent Grisoni

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SOFA is a new open source framework primarily targeted at medical simulation research. Based on an advanced software architecture, it allows to (1) create complex and evolving simulations by combining new algorithms with algorithms already included in SOFA; (2) modify most parameters of the simulation--deformable behavior, surface representation, solver,(More)
Multi-touch displays represent a promising technology for the display and manipulation of 3D data. To fully exploit their capabilities, appropriate interaction techniques must be designed. In this paper, we explore the design of free 3D positioning techniques for multi-touch displays to exploit the additional degrees of freedom provided by this technology.(More)
In this paper, we propose a complete model handling physical simulation of deformable 1D objects. We formulate continuous expressions for stretching, bending and twisting energies. These expressions are mechanically rigorous and geometrically exact. Both elastic and plastic deformations are handled to simulate a wide range of materials. We validate the(More)
Multi-touch displays represent a promising technology for the display and manipulation of data. While the manipulation of 2D data has been widely explored, 3D manipulation with multi-touch displays remains largely uncovered. Based on an analysis of the integration and separation of degrees of freedom, we propose a taxonomy for 3D manipulation techniques(More)
Multitouch displays represent a promising technology for the display and manipulation of data. While the manipulation of 2D data has been widely explored, 3D manipulation with multitouch displays remains largely unexplored. Based on an analysis of the integration and separation of degrees of freedom, we propose a taxonomy for 3D manipulation techniques with(More)
Contact handling is the key of deformable objects simulation, since without it, objects can not interact with their environment nor with the user. In this paper, we propose a novel and very efficient approach for precise computation of contact response between various types of objects commonly used in computer animation. Being constraint based, this method(More)
This article introduces a new class of constraints for spline variational modeling, which allows more flexible user specification, as a constrained point can "slide" along a spline curve. Such constraints can, for example, be used to preserve correct parameterization of the spline curve. The spline surface case is also studied. Efficient numerical schemes(More)
This article presents an adaptive approach to B-spline curve physical simulation. We combine geometric refinement and coarsening techniques with an appropriate continuous mechanical model. We thus deal with the (temporal and geometric) continuity issues implied when mechanical adaptive resolution is used. To achieve real-time local adaptation of spline(More)
This paper introduces a generic way of dealing with a set of different constraints (bilateral, unilateral, dry friction) in the context of interactive simulation. We show that all the mentioned constraints can be handled within a unified framework: we define the notion of generalized constraints, which can be derived into most classical constraints types.(More)
Clicking is a key feature any interaction input system needs to provide. In the case of 3D input devices, such a feature is often difficult to provide (e.g. vision-based, or tracking systems for free-hand interaction do not natively provide any button). In this work, we show that it is actually possible to build an application that provides two classical(More)