Object Recognition with Deformable Models


The problem of detecting and localizing objects in images has important applications in a variety of areas, including robotics, image retrieval and medical image analysis. Deformable models represent objects as deformed versions of an ideal template. While this approach provides an elegant framework for object recognition, it also leads to difficult computational problems. The first part of this University of Washington program describes efficient algorithms that have been developed for finding objects in images using different types of deformable models. In the second part, Pedro Felzenszwalb of the University of Chicago considers the specific problem of detecting objects from generic categories such as people and cars in realistic scenes. To see more videos from the University of Washington visit uwtv.org.


computer science engineering UWTV

Deformable Body Contact in Patran


This video demonstrates the creation of a deformable body contact. It shows the process of creating contact, running a linear static analysis, and plotting contact stress and displacement.


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The Deformable Workspace


We propose a variant of the multi-touch display technology that introduces an original way of manipulating three-dimensional data. We will call the implemented system a deformable workspace. www.k2.tu-tokyo.ac.jp


tangible interface tabletop multi-touch multitouch interaction virtual reality 3D workspace 3D user interface high-speed vision high-speed 3D sensing shape measurement deformable screen Ishikawa Lab

Samsung WebCL Demo 2 - Deformable body simulation


Samsung is pleased to announce the release of "WebCL for WebKit" a prototype of a proposed WebCL specification that is being defined by Khronos. WebCL allows JavaScript to run computations on the GPU (or any other OpenCL-enabled computing processors). In this video, WebCL is used for computing surface deformations using a fractal noise function and WebGL is used for 3D rendering. For comparison, the same computations are also done in pure JavaScript. WebCL is shown to give performance increases of up to 100x (for these applications on the test platform). For further information: WebCL for WebKit: code.google.com Khronos WebCL: www.khronos.org Samsung R&D: www.sisa.samsung.com


webcl Khronos opencl GPGPU SIMD HTML5 javascript webgl Safari browser GPU ABT SISA Samsung

RayFire Tool 1.45 - Deformable objects support - Mariner run


New feature in version 1.45 Ability to use pointcached objects to smash and demolish geometry.


rayfire Tool physx Demolition 3ds Max plugin destruction. Mir Vadim

deformable Big Wheel


Video preview of a wheel, with a simple geometry but a funny rigging! The tire is dynamically deformable without using reactors, softbody simulations, keyframing or scripts: if the rim is pushed to the ground the tire will be deformed independently from wheel rotation. The presence of only three helpers and few vertices (that doesn't mean low quality) makes the system lighter and faster. The model is now available on www.artscape.it Done using 3D Studio max 7.0 music: "Hunter" from "Mechwarrior 4: mercenaries OST"


monster truck big wheel deformable tire real time deformation 3ds modeling 3d studio max rim ruota deformazione pneumatico deformabile streincorp

Interactive Continuous Collision Detection Between Deformable Models


We present an interactive algorithm for continuous collision detection between deformable models. We introduce two techniques to improve the culling efficiency and reduce the number of potentially colliding triangle candidate pairs. First, we present a novel formulation for continuous normal cones and use these normal cones to efficiently cull large regions of the mesh from self-collision tests. Second, we exploit the mesh connectivity and introduce the concept of "orphan sets" to eliminate almost all redundant elementary tests between adjacent triangles. In particular, we can reduce the number of elementary tests by many orders of magnitude. These culling techniques have been combined with bounding volume hierarchies and can result in one order of magnitude performance improvement as compared to prior algorithms for deformable models. We highlight the performance of our algorithm on several benchmarks, including cloth simulations, N-body simulations and breaking objects [Min Tang, Sean Curtis, Sung-Eui Yoon, and Dinesh Manocha]. gamma.cs.unc.edu


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Preserving Topology and Elasticity for Embedded Deformable Models - SIGGRAPH'09


Project webpage: www.cs.mcgill.ca In this paper we introduce a new approach for the embedding of linear elastic deformable models. Our technique results in significant improvements in the efficient physically based simulation of highly detailed objects. First, our embedding takes into account topological details, that is, disconnected parts that fall into the same coarse element are simulated independently. Second, we account for the varying material properties by computing stiffness and interpolation functions for coarse elements which accurately approximate the behavior of the embedded material. Finally, we also take into account empty space in the coarse embeddings, which provides a better simulation of the boundary. The result is a straightforward approach to simulating complex deformable models with the ease and speed associated with a coarse regular embedding, and with a quality of detail that would only be possible at much finer resolution.


deformable objects physical simulation embedded mesh siggraph 2009 soft bodies mnesme

3ds Max Reactor "Deformable Collision, Metal Collision"


3ds max reactor series tutorial I. Introduction II. Rigid Body Animation III. Soft Body Animation IV. Rope Animation V. Deformable Body Animation VI. Constraints and Constraint Solver


3ds max reactor rigid body animation begineer noob tutorial introduction softbody rope deformable ball bounce metal collision part dimensional Joe

www.nxtutorials.com NX 7.5 Skill #1678 Deformable Part


www.nxtutorials.com brings you an NX 7.5 modeling technique called "Deformable Part." This functionality is extremely useful when it is beneficial to represent the real world "flexibility" of a component. For this case study we are looking at a Medical Product known as a stent. Our goal is to represent the shape memory properties of the material Nitinol.


medical shape memory nitinol flexible hose stent new deformable part NX NX2 NX3 NX4 NX5 NX6 NX7 NX7.5 cad unigraphics ug ugnx siemens Steve Samuel Eric Weeks Ben Stevenson how to mechanical engineering design visionaries design viz designviz tips tricks tutorials Design Viz

Skipping Steps in Deformable Simulation with Online Model Reduction (2009)


www.cs.cornell.edu Finite element simulations of nonlinear deformable models are computationally costly, routinely taking hours or days to compute the motion of detailed meshes. Dimensional model reduction can make simulations orders of magnitude faster, but is unsuitable for general deformable body simulations because it requires expensive precomputations, and it can suppress motion that lies outside the span of a pre-specified low-rank basis. We present an online model reduction method that does not have these limitations. In lieu of precomputation, we analyze the motion of the full model as the simulation progresses, incrementally building a reduced-order nonlinear model, and detecting when our reduced model is capable of performing the next timestep. For these subspace steps, full-model computation is "skipped" and replaced with a very fast (on the order of milliseconds) reduced order step. We present algorithms for both dynamic and quasistatic simulations, and a "throttle" parameter that allows a user to trade off between faster, approximate previews and slower, more conservative results. For detailed meshes undergoing low-rank motion, we have observed speedups of over an order of magnitude with our method.


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Interactive Collision Detection for Deformable Models


We present an interactive and accurate collision detection algorithm for deformable, polygonal objects based on the streaming computational model. Our algorithm can detect all possible pairwise primitive-level intersections between two severely deforming models at highly interactive rates. In our streaming computational model, we consider a set of axis aligned bounding boxes (AABBs) that bound each of the given deformable objects as an input stream and perform massively-parallel pairwise, overlapping tests onto the incoming streams. As a result, we are able to prevent performance stalls in the streaming pipeline that can be caused by expensive indexing mechanism required by bounding volume hierarchy-based streaming algorithms. At run-time, as the underlying models deform over time, we employ a novel, streaming algorithm to update the geometric changes in the AABB streams. Moreover, in order to get only the computed result (ie, collision results between AABBs) without reading back the entire output streams, we propose a streaming en/decoding strategy that can be performed in a hierarchical fashion. After determining overlapped AABBs, we perform a primitive-level (eg, triangle) intersection checking on a serial computational model such as CPUs. We implemented the entire pipeline of our algorithm using off-the-shelf graphics processors (GPUs), such as nVIDIA GeForce 6800, for streaming computations, and Intel Pentium 4 processors for serial computations. We benchmarked our <b>...</b>


streamingcd h Ewha Glab

RayFire Tool 1.45 - Deformable objects support - Mariner hit


New feature in version 1.45 Ability to use pointcached objects to smash and demolish geometry.


rayfire Tool physx Demolition 3ds Max plugin destruction. Mir Vadim

Haptic interaction with a deformable object


A 3DOF haptic device, the Phantom Omni, is used to enable touch in a virtual environment via force feedback. Force feedback can be used, for example, to make surgery simulators more realistic. In this video, a simple object (blue) is represented by a finite element model (FEM). FEM enables realistic force feedback but is computationally expensive. The focus of this project has been on smoothing the visual feedback as well as the force feedback. Smooth visual feedback means that the refresh rate of the virtual environment is large enough such that the human eye does not perceive large discontinuities in graphics. The graphics refresh rate should be about 20 Hz or faster. This means that the computational cost, to compute the deformation of the object, must be sufficiently low. The human hand is able to perceive discontinuities in force direction and magnitude up to a few hundred Hz (about 500 Hz?). Realistic FEM force feedback is only computed at the low graphics loop rate (tens of Hz). The haptic loop rate is 1 kHz and constant. Between graphic updates, the force is held constant (zero-order-hold), resulting in perceivable force discontinuities at graphic loop rate. To reduce these discontinuities, implementation and testing of a realistic force interpolation algortihm at 1 kHz is desired.


haptics haptic device phantom omni deformable elastic finite element model FEM rpavugts

RayFire Tool 1.45 | Tutorial | PhysX Deformable Objects Support


This tutorial shows how to use deformable or pointcached objects.


rayfire Tool physx Interactive demolition 3ds max plugin deformable pointcached Mir Vadim

A RoR first: deformable armco barriers


These use a simple node/beam and aren't bad on FPS at all. A nice energy absorbing armco barrier.


rigs of rods ror armco barrier crash test physics simulation softbody racetrack rallycross gavril Kitteh 2006

Tolerance Analysis of Deformable Assembly


CATIA - Tolerance Analysis of Deformable Assembly 3 (TAA) is new-generation CATIA product to predict the tolerancing specified on assembly relative to tolerancing specified on the single part, and this by taking both deformation and assembly process into account. This analysis can be used either at the digital phase (from specified variations) to help the customers to specify or/and validate. A simple case study designed by Parag Vichare. This analysis along with CAA based 3DCS has been utlised for simulating aerospace assembly processes. These techniques improve assembly operations, simulate component mating whilst considering in-process state of the assembly, reduce post-assembly processes such as readjustment, fettling or shimming, and minimise the effects of production inconsistencies related to geometric dimensions and tolerances.


CATIA DELMIA Tolerance Analysis Compliance Tolerance Analysis Elements paragvichare

Quimo: A Deformable Material to Support Freeform Modeling in Spatial Augmented Reality Environments


Ewald TA Maas, Michael R. Marner, Ross T. Smith, and Bruce H. Thomas. This poster discusses a new free-form modeling material called Quimo (Quick Mock-up), designed for use in spatial augmented re- ality environments. Quimo is a white malleable material that can be sculpted and deformed with bare hands into an approximate model. The material is white in color, retains its shape once sculpted, and allows for later modification. Projecting imagery onto the surface of the low-fidelity mock-up allows for detailed prototype visualizations to be presented.


quimo sar ar spatial augmented reality augmented reality industrial design mockup Wearable Computer Lab

The Khronos Projector - a tangible, deformable screen to explore pre-recorded video


The Khronos Projector is an interactive-art installation allowing people to explore pre-recorded movie content in an entirely new way. By touching a deformable projection screen, the user is able to send parts of the image forward or backwards in time. www.k2.tu-tokyo.ac.jp


Khronos projector tangible screen video art space time non-linear narrative human computer interface ishikawa masatoshi alvaro cassinelli Lab

Deformable Body Test Implementation.


I reffer to following. Meshless DeformationsBased on Shape Matching www.beosil.com This is Test Implement. I writed description about this. (Japanese) d.hatena.ne.jp


Deformable Body dycoon BAX

Mechanics of Deformable Solids


dancing


mechanics of deformable solids awssdfgargergsdfh

Deformable Mesh Simulation in 3D Max, Shower Curtain


This is a simple physics simulation using cloth-like objects and the deformable mesh and cloth modifier features of Reactor.


3D Studio Max Deformable Mesh Reactor wwswimming

Fast Collision Detection for Deformable Models Using Representative-triangles


We present a new approach to accelerate collision detection for deformable models. Our formulation applies to all triangulated models and significantly reduces the number of elementary tests between features of the mesh, ie vertices, edges and faces. We introduce the notion of representative-triangles, standard geometric triangles augmented with mesh feature information and use this representation to achieve better collision query performance. The resulting approach can be combined with bounding volume hierarchies and works well for both inter-object and self-collision detection. We demonstrate the benefit of representative-triangles on continuous collision detection for cloth simulation and N-body collision scenarios. We observe up to a one-order of magnitude reduction in feature-pair tests and up to a 5x improvement in query time [Sean Curtis, Rasmus Tamstorf, and Dinesh Manocha]. gamma.cs.unc.edu


gammaunc

New deformable tech


Very cool deformable body tech in algodoo 2!


algodoo deformable Kilinich

ADAC Vehicle Incompatibility - Take Two (Audi Q7 & Fiat 500 Vs. Moving Deformable Barrier)


Vehicle incompatibility is a huge issue today, especially with all the small cars and large Multi-use vehicles. Here are two 50% offset tests with two different sized vehicles showing the strength of the frames. The results show that the frame of the Audi is much stronger than the Fiat's. This can be hazardous to occupants in a smaller vehicles.


car suv audi q7 fiat 500 crash test frontal offset incompatibility versus vs adac safe unsafe Pro 1993

MCCD: Multi-core Collision Detection Between Deformable Models Using Front-based Decomposition


We present a novel parallel algorithm for fast continuous collision detection (CCD) between deformable models using multi-core processors. We use a hierarchical representation to accelerate these queries and present an incremental algorithm that exploits temporal coherence between successive frames. Our formulation distributes the computation among multiple cores by using fine-grained front-based decomposition [Min Tang, Dinesh Manocha, and Ruofeng Tong]. gamma.cs.unc.edu


gammaunc

Thesis: Physics Simulation of Deformable Bodies on GPUs


This is a small collection of videos I used in my thesis pre


GPGPU surgical simulator marco 81 bs

Vortex - Excavator simulation with dynamic terrain and digging in virtual soil


www.vxsim.com Excavator simulation built with Vortex. The worksite scene was provided by Makemedia. Vortex added accurate physical motion and interactions to all objects in this simulation. Vortex is excellent for simulating tracked or wheeled ground vehicles with rigid-body dynamics, collision detection, contact determination and dynamic reactions.


cmlabs Vortex excavator simulation heavy equipment training deformable soil tracked vehicle vehicle dynamics OSG openscenegraph Makemedia dynamic terrain simulator vortexsim

Deformable Terrain Rendering


Initial 2D deformable terrain rendering for a project I'm working on. Feel free to read more about it here: chrisbunner.wordpress.com


2d deformable terrain rendering c++ Cuky Doh

World In Conflict: Deformable Terrain


Another WIC Video, this time showing off the deformable terrain and weapons. VG-Reloaded.com


Worldinconflict PC Xbox360 Strategy Gaming WIC Adam VGR

BYD F6 - a positive 40% overlap deformable barrier crash test


BYD F6 - a positive 40% overlap deformable barrier crash test, The car received a 4 star, all occupants would of survived (and the A-Piller did not buckle)


BYD F6 positive 40% overlap deformable barrier crash test Christopher 2398

Modular and Deformable Touch-Sensitive Surfaces Based on Time Domain Reflectometry on Vimeo.mp4


Paper to be presented at UIST '11 Thanks to Kay Herschelmann and Sebastian Löhmann.


Surface Time Software First Verzea Ionut