Browsing by Author "Papagiannakis, George"
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Item Progressive Tearing and Cutting of Soft-bodies in High-performance Virtual Reality(The Eurographics Association, 2022) Kamarianakis, Manos; Protopsaltis, Antonis; Angelis, Dimitris; Tamiolakis, Michail; Papagiannakis, George; Hideaki Uchiyama; Jean-Marie NormandWe present an algorithm that allows a user within a virtual environment to perform real-time unconstrained cuts or consecutive tears, i.e., progressive, continuous fractures on a deformable rigged and soft-body mesh model in high-performance 10ms. In order to recreate realistic results for different physically-principled materials such as sponges, hard or soft tissues, we incorporate a novel soft-body deformation, via a particle system layered on-top of a linear-blend skinning model. Our framework allows the simulation of realistic, surgical-grade cuts and continuous tears, especially valuable in the context of medical VR training. In order to achieve high performance in VR, our algorithms are based on Euclidean geometric predicates on the rigged mesh, without requiring any specific model pre-processing. The contribution of this work lies on the fact that current frameworks supporting similar kinds of model tearing, either do not operate in high-performance real-time or only apply to predefined tears. The framework presented allows the user to freely cut or tear a 3D mesh model in a consecutive way, under 10ms, while preserving its soft-body behaviour and/or allowing further animation.Item Project Elements: A Computational Entity-component-system in a Scene-graph Pythonic Framework, for a Neural, Geometric Computer Graphics Curriculum(The Eurographics Association, 2023) Papagiannakis, George; Kamarianakis, Manos; Protopsaltis, Antonis; Angelis, Dimitris; Zikas, Paul; Magana, Alejandra; Zara, JiriWe present the Elements project, a lightweight, open-source, computational science and computer graphics (CG) framework, tailored for educational needs, that offers, for the first time, the advantages of an Entity-Component-System (ECS) along with the rapid prototyping convenience of a Scenegraph-based pythonic framework. This novelty allows advances in the teaching of CG: from heterogeneous directed acyclic graphs and depth-first traversals, to animation, skinning, geometric algebra and shader-based components rendered via unique systems all the way to their representation as graph neural networks for 3D scientific visualization. Taking advantage of the unique ECS in a a Scenegraph underlying system, this project aims to bridge CG curricula and modern game engines (MGEs), that are based on the same approach but often present these notions in a black-box approach. It is designed to actively utilize software design patterns, under an extensible open-source approach. Although Elements provides a modern (i.e., shader-based as opposed to fixed-function OpenGL), simple to program approach with Jupyter notebooks and unit-tests, its CG pipeline is not black-box, exposing for teaching for the first time unique challenging scientific, visual and neural computing concepts.