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Publikationen nach Jahren

Hier finden sie unsere Publikationen geordnet nach Jahren. Sie können auch eine Liste aller Publikationen einsehen.

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Articles:

Guido Böttcher, Dennis Allerkamp, Daniel Glöckner, Franz-Erich Wolter, "Haptic Two-Finger Contact with Textiles", The Visual Computer 24 (2008), no. 10, 911-922,
fileadmin/forschung/publikationen/2008_Bottcher_Haptic_two_finger_contact.pdf
Real-time cloth simulation involves many computational challenges to be solved, particularly in the context of haptic applications, where high frame rates are necessary for obtaining a satisfying experience. In this paper, we present an interactive cloth simulation system that offers a compromise between a realistic physics-based simulation of fabrics and a haptic application meeting high requirements in terms of computation speed. Our system allows the user to interact with the fabric using two fingers. The required performance of the system is achieved by introducing an intermediate layer responsible for the simulation of the small part of the surface being in contact with the fingers.

Contributions to Proceedings:

Karl-Ingo Friese, Marc Herrlich, Franz-Erich Wolter, "Using Game Engines for Visualization in Scientific Applications", New Frontiers for Entertainment Computing, (Paolo Ciancarini and Ryohei Nakatsu and Matthias Rauterberg and Marco Roccetti, ed.), vol. 279, IFIP International Federation for Information Processing, Springer, Boston, USA, 2008, p. 11-22, http://dx.doi.org/10.1007/978-0-387-09701-5_2
www.springerlink.com/content/v1736j5754533h74/ _blank
In recent years, the computer gaming industry has become a large and important market and impressive amounts of money are spent on the development of new game engines. In contrast to their development costs, the price for the final product is very low compared to a professional 3D visualization/animation program. The idea to use this potential for other purposes than gaming seems obvious. This work gives a review on three Serious Gaming projects, analyzes the encountered problems in a greater context and reflects the pros and cons of using game engines for scientific applications in general.
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