|
Programme
11.00-11.25 | Thomas Jakobsen, Head of R&D, IO Interactive |
11.25-11.50 | John Perram, Professor from The Maersk Mc-Kinney Moller Institute for Production Technology, University of Southern Denmark |
11.50-13.00 | Lunch Break |
13.00-13.25 | Nikolaj Deichmann, Technical manager From 3Shape |
13.25-13.50 | Jeppe Johansen, Senior Research Scientist from Wind Energy Dept., Riso National Laboratory |
13.50-14.15 | Knud Henriksen, Assoiciate Professor from Copenhagen University of Computer Science |
14.15-14.45 | Coffee Break and Poster Session |
14.45-15.10 | Michael Damsgaard, Assoiciate Professor from Aalborg University, Institute of Mechanical Engineering, The Anybody Project |
15.10-15.35 | Per Grove Thomsen, Professor from Informatics and Mathematical Modelling, Technical University of Denmark |
Poster Sessions
- Tue Haste Andersen, Ph.D. student, Copenhagen University of Computer Science.
Tue Haste Andersen works in the areas of Music Informatics, HCI and pervasive
computing. Rendering of ambinet sounds, and adding spatial charateristics to
pre-recorded sounds can have a great impact of how an interactive system is
perceived. A number of results regarding perception of directional
information for musical instruments are presented, along with an overview of
how enhancement of pre-recorded sounds can be done in connection to existing
3D visual environments.
|
-
Kenny Erleben, Ph.D. student, Copenhagen University of Computer Science
and
Jon Sporring, Assistant research professor at 3D-Lab, School of Dentistry, University of Copenhagen.
A First Step towards Realistic Deformable Tissue Simulation
Kenny and Jon are going to present some of their work in progress.
The final goal of their work is to simulate interactions
between physiological tissues with a very high degree of realism.
The interactions include contacts between muscles and
bones as well as inbetween muscles (and other tissue types for
that matter).
The first step was to develop methods for fast and efficient
collision detection of highly deformable objects modelled as
volumetric meshes (such as tetrahedral meshes) while at the same
time developing a simulator framework for future experiments.
|
- Marinus Rørbech, Michael Haagensen, Jens Egeblad - Graduate students at
Copenhagen University of Computer Science.
Animating water using adaptive subdivision.
Marinus, Michael and Jens will present the primary results of a graduate
project at DIKU. Several models exists for animating water, the most
succesful ones uses a three-dimensional grid to solve Navier-Stokes ODEs
for fluids numerically. The purpose of the project was to investigate
adaptive grid structures for faster animation of water. Although the model
still isn't as visually appealing as uniform grid methods, the adaptive
method is in general faster, and if a few subproblems are solved the
method would certainly outperform the simpler models. Furthermore, the
adaptive model has several additional features, making it more appealing to
implement in a complete animation system. The model and the implemented
animation system is very general and several examples showing the
capabilities of the model will be demonstrated.
|
- A Master's thesis written by Camilla Pedersen, M.Sc. (Cand.it) in multimedia technology and BA in music
and dance.
Balance control and strategies for dynamic animation of a ballet dancer.
The thesis is concerned with the development of strategies for dynamic animation of a ballet dancer's
movement from standing on two legs to standing on one leg on toe. The strategies were developed by using
theories of biomechanics. According to theories of biomechanics, human beings balance either by controlling
the centre of mass or by controlling the centre of pressure. The original method for controlling balance in
dynamic animation has only used the centre of mass.
Ballet is a branch of art, which make high demands on balance, therefore, developing and testing different
balance strategies is fundamental. During this thesis, two methods for balancing which are using the centre
of pressure were developed and where then compared with the original method. One of the new methods
produced clearly the best results.
The Centre of Pressure is an expression of the feet's sensing of the floor. It gives information to humans of
how they move on the floor. The introduction of the centre of pressure to dynamic animation is a new and
more realistic approach when working with the ground contact of the feet.
|
|
| |
|
|
|
|