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  • Cage Based Deformations: A Survey

     Rodríguez Nieto, Jesús; Susin Sanchez, Antonio
    Date of publication: 2013
    Book chapter

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  • Efficient algorithms for the realistic simulation of fluids  Open access

     Ojeda Contreras, Jesus
    Defense's date: 2013-05-28
    Universitat Politècnica de Catalunya
    Theses

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    Avui dia hi ha una gran demanda per les simulacions realistes en el camp de la computació gràfica. Animacions amb base física s'utilitzen comunament, i un dels problemes més complexos en aquest camp és la simulació de fluids, tant més si aplicacions en temps real són l'objectiu. Els videojocs, en particular, recórren a diferents tècniques que, amb la finalitat de representar els fluids, simplement simulen la conseqüència i no la causa, fent servir mètodes procedurals o paramètrics i, sovint, discriminen la solució física.Aquesta necessitat és la que motiva aquesta tesi, la simulació interactiva dels fluids amb superfície lliure, en general líquids, que són la característica d'interès en la majoria de les aplicacions comunes. A causa de la complexitat de la simulació de fluids, amb la finalitat d'aconseguir una taxa de fotogrames en temps real, s'ha recorregut a utilitzar l'alt paral·lelisme proporcionat per les GPUs de consum actuals. L'algorisme de simulació, el Mètode Lattice Boltzmann (LBM), ha estat triat, per tant, per la seva eficiència i l'assimilació gairebé directa a l'arquitectura de maquinari gràcies a la natura local de les seves operacions.Hem creat dos simulacions de superfície lliure a la GPU: una completament en 3D i una altra restringida només a la superfície superior d'un volum gran de fluid, la qual cosa limita el domini de simulació a 2D. Hem estès aquest últim model per tal de poder rastrejar regions seques, on el fluid no ha arribat, i també l'hem acoblat amb els objectes dinàmics d'una manera independent de la geometria. Com està restringit a 2D, la simulació perd algunes característiques a causa de la impossibilitat de simular la separació vertical del fluid. Per solventar aquesta limitació, s'ha acoblat la simulació de superfície amb un sistema de partícules genèric amb condicions de detecció del trencament de les onades, així les simulacions són totalment independents i només l'acoblament uneix el LBM amb el sistema de partícules escollit.A més, la visualització d'ambdós sistemes també es fa d'una manera realista dins de les taxes de refresc interactives; s'empren tècniques de raycasting per tal de proporcionar els esperats efectes relacionats amb la llum com refraccions, reflexions i càustiques. També s'han aplicat altres tècniques que milloren el detall general com ones de detall de baix nivell i l'escuma de la superfície.

    Nowadays there is great demand for realistic simulations in the computer graphics field. Physically-based animations are commonly used, and one of the more complex problems in this field is fluid simulation, more so if real-time applications are the goal. Videogames, in particular, resort to different techniques that, in order to represent fluids, just simulate the consequence and not the cause, using procedural or parametric methods and often discriminating the physical solution. This need motivates the present thesis, the interactive simulation of free-surface flows, usually liquids, which are the feature of interest in most common applications. Due to the complexity of fluid simulation, in order to achieve real-time framerates, we have resorted to use the high parallelism provided by actual consumer-level GPUs. The simulation algorithm, the Lattice Boltzmann Method, has been chosen accordingly due to its efficiency and the direct mapping to the hardware architecture because of its local operations. We have created two free-surface simulations in the GPU: one fully in 3D and another restricted only to the upper surface of a big bulk of fluid, limiting the simulation domain to 2D. We have extended the latter to track dry regions and is also coupled with obstacles in a geometry-independent fashion. As it is restricted to 2D, the simulation loses some features due to the impossibility of simulating vertical separation of the fluid. To account for this we have coupled the surface simulation to a generic particle system with breaking wave conditions; the simulations are totally independent and only the coupling binds the LBM with the chosen particle system. Furthermore, the visualization of both systems is also done in a realistic way within the interactive framerates; raycasting techniques are used to provide the expected light-related effects as refractions, reflections and caustics. Other techniques that improve the overall detail are also applied as low-level detail ripples and surface foam.

  • Enhanced Lattice Boltzmann Shallow Waters for real-time fluid simulations

     Ojeda, Jesús; Susin Sanchez, Antonio
    Annual Conference of the European Association for Computer Graphics
    Presentation's date: 2013-05
    Presentation of work at congresses

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    We present a novel approach at simulating fluids in real-time by coupling the Lattice Boltzmann Method for Shallow Waters (LBMSW) with particle systems. The LBM can handle arbitrary underlying terrain and arbitrary fluid depth, which, in turn, allows us to extend it to track dry regions. The LBM is also two-way coupled with rigid bodies. The particle system adds more detail to the LBM; breaking waves are detected from the surface simulation and particles are generated to provide the effect, taking effectively certain amounts of fluid and reintegrating it back once they fall over again. Both the LBM and the particle simulation are implemented in CUDA, although rigid bodies are simulated in CPU. Finally, we show the effectiveness of the method on commodity hardware.

  • Hybrid particle Lattice Boltzmann shallow water for interactive fluid simulation

     Susin Sanchez, Antonio; Ojeda, Jesús
    International Conference on Computer Graphics Theory and Applications
    Presentation's date: 2013-02
    Presentation of work at congresses

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    We introduce a hybrid approach for the simulation of fluids based in the Lattice Boltzmann Method for Shallow Waters and particle systems. Our modified LBM Shallow Waters can handle arbitrary underlying terrain and arbitrary fluid depth. It also introduces a novel and simplified method of tracking dry-wet regions. Dynamic rigid bodies are also included in our simulations using a two-way coupling. Certain features of the simulation that the LBM can not handle, as breaking waves, are detected and automatically turned into splash particles. Albeit we use a simple ballistic particle system, our hybrid method can handle more complex systems as SPH. Both the LBM and particle systems are implemented in CUDA, yet dynamic rigid bodies are simulated in CPU. We show the effectiveness of our method with various examples which achieve real-time on commodity hardware

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    Structural stability of planar bimodal linear systems  Open access

     Ferrer Llop, Jose; Peña Carrera, Marta; Susin Sanchez, Antonio
    International Conference on Numerical Analysis and Applied Mathematics
    Presentation's date: 2013-09
    Presentation of work at congresses

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    We consider bimodal linear dynamical systems consisting of two linear dynamics acting on each side of a given hyperplane, assuming continuity along the separating hyperplane. Focusing in the planar case, we describe which of these systems are structurally stable

    We consider bimodal linear dynamical systems consisting of two linear dynamics acting on each side of a given hyperplane, assuming continuity along the separating hyperplane. Focusing in the planar case, we describe which of these systems are structurally stable.

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    Biomechanical validation of upper-body and lower-body joint movements of kinect motion capture data for rehabilitation treatments  Open access

     Fernández-Baena, Adso; Susin Sanchez, Antonio; Lligadas, Xavier
    IEEE International Conference on Intelligent Networking and Collaborative Systems
    Presentation's date: 2012-09
    Presentation of work at congresses

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    ew and powerful hardware like Kinect introduces the possibility of changing biomechanics paradigm, usually based on expensive and complex equipment. Kinect is a markerless and cheap technology recently introduced from videogame industry. In this work we conduct a comparison study of the precision in the computation of joint angles between Kinect and an optical motion capture professional system. We obtain a range of disparity that guaranties enough precision for most of the clinical rehabilitation treatments prescribed nowadays for patients. This way, an easy and cheap validation of these treatments can be obtained automatically, ensuring a better quality control process for the patient’s rehabilitation.

  • Simulation and study of the geometric parameters in the inguinal area and the genesis of inguinal hernias

     Fortuny, Gerard; López-Cano, Manuel; Susin Sanchez, Antonio; Herrera, Blas
    Computer methods in biomechanics and biomedical engineering
    Date of publication: 2011-05
    Journal article

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    We are interested in studying the genesis of a very common pathology: the human inguinal hernia. How the human inguinal hernia appears is not definitively clear, but it is accepted that it is caused by a combination of mechanical and biochemical alterations, and that muscular simulation plays an important role in this. This study proposes a model to explain how some physical parameters affect the ability to simulate the region dynamically and how these parameters are involved in generating inguinal hernias. We are particularly interested in understanding the mechanical alterations in the inguinal region because little is known about them or how they behave dynamically. Our model corroborates the most important theories regarding the generation of inguinal hernias and is an initial approach to numerically evaluating this affection.

  • Avances en realidad virtual para aplicaciones punteras

     Vinacua Pla, Alvaro; Fairen Gonzalez, Marta; Andujar Gran, Carlos A.; Monclús Lahoya, Eva; Vazquez Alcocer, Pere Pau; Campoalegre Vera, Lazaro; Lligadas Rodriguez, Xavier; Argelaguet Sanz, Fernando; Pelechano Gomez, Nuria; Díaz Iriberri, José; Chica Calaf, Antonio; Cervero Abello, Maria Angels; Ojeda Contreras, Jesus; Susin Sanchez, Antonio; Brunet Crosa, Pere; Beacco Porres, Alejandro; Navazo Alvaro, Isabel
    Participation in a competitive project

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  • Adjusting animation rings to human-like 3D models

     Ramírez, Jorge E.; Susin Sanchez, Antonio; Lligadas Rodriguez, Xavier
    Lecture notes in computer science
    Date of publication: 2010
    Journal article

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    In the animation process of a human-like 3D model, a skeleton must be specified to define the model’s surface deformation of its limbs. Nowadays the skeleton specification is hand made and very time consuming task. In this paper we propose a novel semi-automatic method for rigging a 3D model in an arbitrary pose using a skeleton defined in an animation datafile with no specific initial pose. First a skeleton is extracted from the voxelizated model, this skeleton is refined and transformed into a tree-data structure. Because the 3D model can be in an arbitrary pose, user interaction is required to select the five limbs correspondence (head, hands and feet), and finally a skeleton taken from an animation data file or a external source is adjusted to the geometric skeleton.

  • Velocity based controllers for dynamic character animation

     Lligadas Rodriguez, Xavier; Susin Sanchez, Antonio; Ramirez, Jorge E
    Congreso Español de Informática Gráfica
    Presentation's date: 2010-09
    Presentation of work at congresses

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  • Character Dynamic Animation based on Velocity Controllers

     Lligadas Rodriguez, Xavier; Susin Sanchez, Antonio
    Symposium on Computer Animation
    Presentation's date: 2010-07
    Presentation of work at congresses

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  • A simulation finite element model for the mechanics of the internal oblique muscle: A defense mechanism against inguinal hernia formation?

     Fortuny, G; Rodriguez-Navarro, J; Susin Sanchez, Antonio; Armengol-Carrasco, M; Lopez-Cano, M
    Computers in biology and medicine
    Date of publication: 2009-09
    Journal article

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  • Simulation and study of the behaviour of the transversalis fascia in protecting against the genesis of inguinal hernias

     Fortuny, G; Rodríguez Navarro, J.; Susin Sanchez, Antonio; Lopez Cano, Manuel
    Journal of biomechanics
    Date of publication: 2009-10
    Journal article

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    Simulating the muscular system has many applications in biomechanics, biomedicine and the study of movement in general. We are interested in studying the genesis of a very common pathology: human inguinal hernia. We study the effects that some biomechanical parameters have on the dynamic simulation of the region, and their involvement in the genesis of inguinal hernias. We use the finite element method(FEM) and current models for the muscular contraction to determine the deformed fascia transversalis for the estimation of the maximum strain. We analysed the effect of muscular tissue density,Young’smodulus, Poisson’s coefficient and calcium concentration in the genesis of human inguinal hernia. The results are the estimated maximum strain in our simulations,has a close correlation with experimental data and the accepted commonly models by the medical community.Our model is the first study of the effect of various biological parameters with repercussions on the genesis of heinguinal hernias.

  • Dynamical Analysis of Lower Abdominal Wall in the Human Inguinal Hernia.

     Fortuny Anguera, Gerard
    Defense's date: 2009-02-20
    School of Mathematics and Statistics (FME), Universitat Politècnica de Catalunya
    Theses

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  • GRUP DE RECERCA EN VISUALITZACIO, REALITAT VIRTUAL I INTERACCIO GRAFICA (VIRVIG)

     Susin Sanchez, Antonio; Monclús Lahoya, Eva; Fairen Gonzalez, Marta; Cervero Abello, Maria Angels; Ojeda Contreras, Jesus; Lligadas Rodriguez, Xavier; Argelaguet Sanz, Fernando; Andujar Gran, Carlos A.; Campoalegre Vera, Lazaro; Pelechano Gomez, Nuria; Chica Calaf, Antonio; Díaz Iriberri, José; Vazquez Alcocer, Pere Pau; Vinacua Pla, Alvaro; Brunet Crosa, Pere; Navazo Alvaro, Isabel
    Participation in a competitive project

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    FACe! 3D Facial Animation System based on FACS  Open access

     Villagrasa, Sergi; Susin Sanchez, Antonio
    Ibero-American Symposium in Computer Graphics
    Presentation of work at congresses

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    In this paper we present a 3D facial animation system named FACe! It is able to generate different expressions of the face throughout punctual and combined activation of Action Units, defined by Facial Acting Coding System(FACS). This system is implemented on a 3D human head controlled by bones, riggers and skinning to deform the geometry. The bone system is implemented in order to move single or combined Action Units, so that they can implement superior layers such as expressions, phonemes, words, emotions and the synchronization of all them together.

  • Simulation with FEM to describe the dynamic of the inguinal area: the shutter mechanism

     Fortuny, G; Susin Sanchez, Antonio; López-Cano, M
    Journal of biomechanics
    Date of publication: 2008-07
    Journal article

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  • Transferring the rig and animations from a character to different face models

     Costa-Teixeira, Verónica; Zacur, Ernesto; Susin Sanchez, Antonio
    Computer graphics forum
    Date of publication: 2008-01
    Journal article

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    We introduce a facial deformation system that allows artists to define and customize a facial rig and later apply the same rig to different face models. The method uses a set of landmarks that define specific facial features and deforms the rig anthropometrically. We find the correspondence of the main attributes of a source rig, transfer them to different three-demensional (3D) face models and automatically generate a sophisticated facial rig. The method is general and can be used with any type of rig configuration. We show how the landmarks, combined with other deformation methods, can adapt different influence objects (NURBS surfaces, polygon surfaces, lattice) and skeletons from a source rig to individual face models, allowing high quality geometric or physically-based animations. We describe how it is possible to deform the source facial rig, apply the same deformation parameters to different face models and obtain unique expressions. We enable reusing of existing animation scripts and show how shapes nicely mix one with the other in different face models. We describe how our method can easily be integrated in an animation pipeline. We end with the results of tests done with major film and game companies to show the strength of our proposal.

  • Raymond C. Read (2007) Arthur Keith, the anatomist who evisioned herniosis

     López-Cano, Manuel; Fortuny, Gerard; Rodríguez-Navarro, Javier; Armengol Carrasco, Manuel; Susin Sanchez, Antonio
    Hernia: the journal of hernias and abdominal wall sugery
    Date of publication: 2008
    Journal article

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    We would like to add a comment on another important contribution of Arthur Keith to the Weld of herniology, that is, the original and accurate description of the inguinal “shutter” mechanism, a remarkable anatomic action against development of an inguinal hernia. [...] Today, virtual reality surgical simulation models allowing three-dimensional (3D) visualization of the human inguinal anatomy can be used as a complementary tool to assess dynamics of the inguinal area. In fact, using simulations with the Wnite element method we have recently confirmed the physiological “shutter” mechanism already described almost 100 years ago. These virtual reality Wndings are our present tribute to the outstanding anatomic descriptions of Arthur Keith.

    Carta a l'editor de la revista "Hernia" en referència a l'article publicat amb el títol: "Arthur Keith, the anatomist who evisioned herniosis"

  • A three dimensional fibre-based model for computational simulations

     Fortuny Anguera, Gerard; Susin Sanchez, Antonio; Lopez Cano, Manuel; Marce Nogue, Jordi
    International Symposium on Biomechanics in Vascular Biolgy and Cardiovascular Disease
    Presentation's date: 2008-04-24
    Presentation of work at congresses

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  • Simulation with fem to describe the dynamic of the inguinal area: the shutter mechanism

     Fortuny Anguera, Gerard; Susin Sanchez, Antonio
    European Society of Biomechanics. Congress
    Presentation of work at congresses

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  • Auto-labeling as a minimization prolem with virtual occlusions

     Cuevas, A; Rodríguez-Navarro, J; Susin Sanchez, Antonio
    Congreso Español de Informática Gráfica
    Presentation's date: 2008-09
    Presentation of work at congresses

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  • Automatic adjustment of rigs to extracted skeletons

     Susin Sanchez, Antonio; Lligadas Rodriguez, Xavier; Ramirez, Jorge
    Conference on Articulated Motion and Deformable Objects
    Presentation's date: 2008-07
    Presentation of work at congresses

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    In the animation, the process of rigging a character is an elaborated and time consuming task. The rig is developed for a specific character, and it can not be reused in other meshes. In this paper we present a method to automatically adjust a human-like character rig to an arbitrary human-like 3D mesh, using a extracted skeleton obtained from the input mesh. Our method is based on the selection and extraction of feature points, to find an equivalence between an extracted skeleton and the animation rig.

  • A real-time dynamic 3D model of the human inguinal region for surgical education

     Lopez-Cano, M; Rodriguez-Navarro, J; Rodriguez-Baeza, A; Armengol-Carrasco, M; Susin Sanchez, Antonio
    Computers in biology and medicine
    Date of publication: 2007-09
    Journal article

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  • Fast and Reusable Facial Rigging and Animation: Create Once, Use Many

     Costa Teixeira, Verónica
    Defense's date: 2007-09-28
    Universitat Politàcnica de Catalunya (Facultat d'informàtica de Barcel
    Theses

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    Fast and reusable facial rigging and animation  Open access

     Costa-Teixeira, V; Susin Sanchez, Antonio
    International Conference and Exhibition on Computer Graphics and Interactive Techniques
    Presentation's date: 2007-08
    Presentation of work at congresses

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    Reproducing the subtleties of a face through animation requires developing a sophisticated character rig. But, creating by hand the inner structure and controls of each character is a very labor-intensive and time-consuming task. We developed an application that is 90--99% faster than traditional manual rigging. The application automatically transfers the rig and animations from the source to a target model. Unlike prior work related to morphing and re-targeting [1] that focus on transferring animations, we transfer the complete facial setup in addition to animations. Our method is general, so artists can define their own rig and then quickly apply it to different models, even with disparate proportions and appearance (human, cartoon or fantastic). This gives artists complete freedom to manipulate the characters: they can create new animations and not be limited by pre-generated ones.

  • Creating the Virtual Self: Reusing Facial Animation in Different Avatars

     Costa-Teixeira, V; Susin Sanchez, Antonio
    I Simposium Informática Gráfica y Patrimonio Histórico
    Presentation of work at congresses

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  • Modelado, visualizacion, animacion y analisis de entornos 3d altamente complejos en sistemas interactivos de realidad virtual

     Navazo Alvaro, Isabel; Susin Sanchez, Antonio; Fairen Gonzalez, Marta
    Participation in a competitive project

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  • Creating Faces: Reusing Character Rig and Animations

     Susin Sanchez, Antonio; Costa-Teixeira, Verónica
    Symposium on Computer Animation
    Presentation's date: 2007-08
    Presentation of work at congresses

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  • A dynamical model for the lower abdominal wall

     Fortuny, G; Susin Sanchez, Antonio; López-Cano, M
    European Conference on Biomaterials
    Presentation of work at congresses

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  • Coupling Marker and Cell and Smoothed Particle Hydrodynamics for Fluid Animation

     Suárez de la Torre, Nuria
    Defense's date: 2006-12-22
    Department of Applied Mathematics I, Universitat Politècnica de Catalunya
    Theses

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  • A MAYA Plug-in for Transferring a Labeled Generic Rig to Animate Face Models

     Costa-Teixeira, V; Zacur, E; Susin Sanchez, Antonio
    International Digital Games Conference
    Presentation of work at congresses

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    Transferring a labeled rig to animate face models  Open access

     Costa-Teixeira, V; Zacur, E; Susin Sanchez, Antonio
    Conference on Articulated Motion and Deformable Objects
    Presentation of work at congresses

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    We present a facial deformation system that adapts a generic fa- cial rig into di®erent face models. The deformation is based on labels and allows transferring speci¯c facial features between the generic rig and face models. High quality physics-based animation is achieved by combining di®erent deformation methods with our labeling system, which adapts muscles and skeletons from a generic rig to individual face models. We describe how to ¯nd the correspondence of the main attributes of the generic rig, transfer them to di®erent 3D face models and generate a sophisticated facial rig based on human anatomy. We show how to apply the same deformation parameters to di®erent face models and obtain unique expressions. Our goal is to ease the char- acter setup process and provide digital artists with a tool that allows manipulating models as if they were using a puppet. We end with di®erent examples that show the strength of our proposal.

  • A mesh-particle model for fluid animation

     Susin Sanchez, Antonio; Suárez, N
    Ibero-American Symposium in Computer Graphics
    Presentation's date: 2006-07
    Presentation of work at congresses

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    We use our adapted versions of the two most used methods in Computer Fluid Animation, Marker and Cell and Smoothed Particle Hydrodynamics, to develop a new method taking advantage of the calculation speed of the first and the great level of detail and controllability of the second. Such a method is very useful in animations with a great volume of fluid where the events needing high-level detail take place on the surface. Finally, we present some simulation examples made with this new method.

  • A Mesh-Particle Model for the Animation of Large-Volume Fluids

     Suarez, N; Susin Sanchez, Antonio
    International Conference on Engineering and Mathematics 2006
    Presentation of work at congresses

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  • Deformable hybrid approach for haptic interaction

     Susin Sanchez, Antonio; Mero, Máximo G.
    Workshop on Virtual Reality Interaction and Physical Simulation
    Presentation's date: 2006
    Presentation of work at congresses

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    A new hybrid approach for deformable models is presented here and carried out in a virtual reality environment, achieving real time performance with haptic interactions. Our implementation consists in using two approaches for the deformable model. The deformation is modelled using simultaneously a Finite Element Method and a Mesh Free Method. With this Mesh Free method, particles are used to simulate large deformations in the volume region near the surface of the object. The remaining internal volume of the object can be modelled employing a coarse mesh using the Finite Element Method.

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    Non structured meshes for cloth GPU simulation using FEM  Open access

     Rodríguez-Navarro, J; Susin Sanchez, Antonio
    Workshop on Virtual Reality Interaction and Physical Simulation
    Presentation of work at congresses

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    We present a Finite Element Method (FEM) implementation for cloth simulation on the GPU. The advantages of FEM are twofold: the realism of cloth simulations using this method is improved compared with other methods like the widely used mass-spring one, and it has a wider application rank because it can be used for general triangulated cloth meshes. We are able to detect collisions between cloth and other objects (solids or deformables) and also we deal with self cloth collisions. This is also done in the GPU using image-based collision methods. We have also improved a GPU-Gradient Conjugate method for solving the linear equation systems involved in the FEM solution. Two more methods are also implemented in the GPU to compare with the FEM method: a mass-spring model (based on rectangular meshes) and a constraint method (based on triangular meshes).

    Postprint (author’s final draft)

  • Transferring facial expressions to different face models

     Costa-Teixeira, Verónica; Zacur, Ernesto; Susin Sanchez, Antonio
    Ibero-American Symposium in Computer Graphics
    Presentation's date: 2006
    Presentation of work at congresses

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    We introduce a facial deformation system that helps the character setup process and gives artists the possibility to manipulate models as if they were using a puppet. The method uses a set of labels that define specific facial features and deforms the rig anthropometrically. We find the correspondence of the main attributes of a generic rig, transfer them to different 3D face models and automatically generate a sophisticated facial rig based on an anatomical structure. We show how the labels, combined with other deformation methods, can adapt muscles and skeletons from a generic rig to individual face models, allowing high quality physics-based animations. We describe how it is possible to deform the generic facial rig, apply the same deformation parameters to different face models and obtain unique expressions. We show how our method can easily be integrated in an animation pipeline. We end with different examples that show the strength of our proposal.

  • A generalization of the Poincaré compatification

     Garica, A; Perez-Chavela, E; Susin Sanchez, Antonio
    Archive for rational mechanics and analysis
    Date of publication: 2005-07
    Journal article

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  • Deformable Hibrid Model for Haptic Interaction

     Mero, M G; Susin Sanchez, Antonio
    XV Congreso Español de Informática Gráfica
    Presentation of work at congresses

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  • Desarrollo de un método mixto malla- partícula para la animación de fluidos

     Suárez, N; Susin Sanchez, Antonio
    XV Congreso Español de Informática Gráfica
    Presentation of work at congresses

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  • eBiom: Easy Biomechanics Package for Ergonomics and Clinical Applications

     Rodríguez-Navarro, J; Encinas, C; Hernandez Soto, Aquiles Carlos; Parreño, J L; Susin Sanchez, Antonio
    International Conference on Computer-Aided Ergonomics and Safety
    Presentation of work at congresses

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  • Fast Cloth Simulation on Moving Humanoids

     Rodriguez-Navarro, J; SAINZ, M; Susin Sanchez, Antonio
    Eurographics 2005
    Presentation of work at congresses

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  • GPU Based Cloth Simulation with Moving Humanoids

     Rodríguez-Navarro, J; SAINZ, M; Susin Sanchez, Antonio
    XV Congreso Español de Informática Gráfica
    Presentation of work at congresses

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  • A Simple Approach for Point-Based Object Capturing and Rendering

     SAINZ, M; Pajarola, R; Susin Sanchez, Antonio; Mercade, A
    IEEE computer graphics and applications
    Date of publication: 2004-07
    Journal article

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  • TIN2004-08065-C02-01 INTERFACES AVANZADAS PARA LA INTERACION TRANSPARENTE CON MODELOS ALTAMENTE COMPLEJOS EN ENTORNOS DE REALIDAD VI

     Navazo Alvaro, Isabel; Brunet Crosa, Pere; Susin Sanchez, Antonio
    Participation in a competitive project

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  • Tutorial on Deformable Models

     Susin Sanchez, Antonio
    Articulated Motion and Deformable Objects 2004
    Presentation's date: 2004-09-21
    Presentation of work at congresses

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  • Two Strategies on Border Labeling applied to the Estimation of Ejection Fraction

     García, O; Susin Sanchez, Antonio
    Jornadas de Investigación en Ingeniería Biomédica
    Presentation of work at congresses

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  • 3D Modeling from images and video streams

     Sainz, Miguel
    Defense's date: 2003-06-16
    University of California, Irvine
    Theses

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