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.
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.
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.
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.
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.
We present different approaches for accelerating the process of continuous collision detection for deformable triangle meshes.
We give an ontology for garment patterns that can be incorporated into the simulation of virtual clothing. On the basis of this ontology and extensions to garments we can specify and manipulate the process of virtual dressing on a higher semantic level.
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.
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.
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.
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.
We describe a system for interactive animation of cloth, which can be used in e-commerce applications, games or even in virtual prototyping systems.
🏆 Computers & Graphics best paper award (2003)