Programme

11.00-11.25Thomas Jakobsen, Head of R&D, IO Interactive
11.25-11.50John Perram, Professor from The Maersk Mc-Kinney Moller Institute for Production Technology, University of Southern Denmark
11.50-13.00Lunch Break
13.00-13.25Nikolaj Deichmann, Technical manager From 3Shape
13.25-13.50Jeppe Johansen, Senior Research Scientist from Wind Energy Dept., Riso National Laboratory
13.50-14.15Knud Henriksen, Assoiciate Professor from Copenhagen University of Computer Science
14.15-14.45Coffee Break and Poster Session
14.45-15.10Michael Damsgaard, Assoiciate Professor from Aalborg University, Institute of Mechanical Engineering, The Anybody Project
15.10-15.35Per 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 RÝrbech, 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.


 
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