17th Jul 2017

Directional Occlusion via Multi-Irradiance Mapping

We present a new, physically plausible, real-time approach to compute directional occlusion for dynamic objects, lit with image based lighting.

18th Mar 2017

Socially Immersive Avatar-Based Communication

In this paper, we present SIAM-C, an avatar-mediated communication platform to study socially immersive interaction in virtual environments.

10th Mar 2017

The Effectiveness of Changing the Field of View in a HMD on the Perceived Self-Motion

The following paper investigates the effect on the intensity of perceived vection by changing the field of view (FOV) using a headmounted display (HMD) in a virtual environment (VE).

23rd Oct 2016

Real-time tone mapping – An evaluation of color-accurate methods for luminance compression

Recent advances in real-time rendering enable virtual production pipelines in a broad range of industries. These pipelines are based on a fast, latency-free handling in addition to the accurate appearance of results. This requires the use of high dynamic range rendering for photo-realistic results and a tone mapping operator for a matched display.

11th Oct 2016

A Simplified Inverse Kinematic Approach for Embodied VR Applications

We compare a full body marker set with a reduced rigid body marker set supported by inverse kinematics.

11th Oct 2016

Avatar Realism and Social Interaction Quality in Virtual Reality

We describe an experimental method to investigate the effects of reduced social information and behavioral channels in immersive virtual environments with full-body avatar embodiment.

18th May 2015

SVEn – Shared Virtual Environment

This paper presents a system for a shared virtual experience which was developed within a student project. The main idea is to have two or more persons at different locations, who can interact with each other in the same virtual environment. In order to realize this idea every person is motion-captured and wears a head-mounted display (HMD). The virtual environment is rendered with the Unity game engine and the tracked positions are updated via the internet. The virtual environment developed in this project is highly immersive and users felt a strong sense of presence.

15th May 2013

Interaktive 3D Visualisierung

Inzwischen ermöglichen neue Algorithmen und hoch entwickelte GPUs das Rendering mit physikalisch basierten Modellen, wodurch die Darstellungsqualität realistisch geworden ist. Gleichzeitig kann die Geometrie mittels Echtzeitsimulation dynamisch verformt werden, so dass der Anwender sich nicht nur in der 3D Szene interaktiv bewegen, sondern diese auch sofort verändern kann.

09th Jun 2008

Towards a Coupled Simulation of Cloth and Soft Tissue

In this paper, we present a possible guideline towards a coupled simulation of textiles and human soft tissue. We have developed a new simulator for soft tissue which is able to simulate the skin of a virtual human in a realistic manner.

15th Mar 2007

Optimized Continuous Collision Detection for Deformable Triangle Meshes

We present different approaches for accelerating the process of continuous collision detection for deformable triangle meshes.

02nd Apr 2005

Real-Time Collision Detection for Dynamic Virtual Environments

Collision detection is an enabling technology for many virtual environments, games, and virtual prototyping applications containing some kind of physically-based simulation (such as rigid bodies, cloth, surgery, etc.). This tutorial will give an overview of the different classes of algorithms, and then provide attendees with in-depth knowledge of some of the important algorithms within each class.

30th Mar 2005

Collision Detection for Deformable Objects

This paper summarizes recent research in the area of deformable collision detection. Various approaches based on bounding volume hierarchies, distance fields, and spatial partitioning are discussed. Further, image-space techniques and stochastic methods are considered.

01st Feb 2005

Self-Shadowing of dynamic scenes with environment maps using the GPU

In this paper we present a method for illuminating a dynamic scene with a high dynamic range environment map with real-time or interactive frame rates, taking into account self shadowing. Current techniques require static geometry, are limited to few and small area lights or are limited in the frequency of the shadows.

05th Sep 2003

Distance Fields for Rapid Collision Detection in Physically Based Modeling

In this paper we address the problem of rapid distance computation between rigid objects and highly deformable objects, which is important in the context of physically based modeling of e.g hair or clothing.

27th Feb 2003

Interactive Animation of Cloth including Self Collision Detection

We describe a system for interactive animation of cloth, which can be used in e-commerce applications, games or even in virtual prototyping systems.

01st Jan 2003

Interaction Free Dressing of Virtual Humans

We describe an interaction free method for a geometric pre-positioning of virtual cloth patterns around human 3D-scans. Combined with the following physically-based sewing simulation a fully automated dressing of virtual humas becomes possible.