Project : evasion
Section: New Results
Applications covered by this year's results
The above sections presented our research in terms of fundamental tools, models and algorithms. A complementary point of view is to describe it in terms of application domains. The following sections describe our contribution to each of these domains, with reference to the tools we relied on if they were already presented above.
Interactive modelling systems
Several of the tools we are developing are devoted to a new generation of interactive modelling systems:
The multi-resolution subdivision surfaces presented in section 6.1.1 have been used for interactive multi-resolution modelling;
The real-time physically-based model for virtual clay presented in section 6.3.2 is dedicated to a sculpting system as close as possible to interaction with real-clay: in the context of Guillaume Dewaele's thesis, co-advised by Radu Horaud from the MOVI group, the virtual clay model is currently being combined with a vision interface for capturing the motion of the user's hands. So our clay model will be directly sculpted by fingers, making it usable for any artist, or even as an educational tool for small children.
The expansion textures developed by Jean Combaz (see section 6.3.1) aim at offering high or middle-level tools to graphics users to design complex shapes such as wrinkles and folds.
Lastly, the work of our external collaborator, Alexis Angelidis, at the University of Otago, is dedicated to interactive sculpting using space deformations: an initial shape is progressively edited using reversible fold-over free deformations, specified by swept user-defined tools .
Synthesis of natural sceneries
The diverse fundamental tools we are developing can be combined to allow the large scale specification (see section 6.2.2), efficient rendering (see sections 6.1.4, 6.2.1) and animation (see section 6.2.4) of vegetation (prairies, trees, forest, etc). These elements are currently used in the Vertigo project, enabling industrial transfer of our research results (see section 7.1).
Our work on fluid animation also applies to the synthesis of natural sceneries, as in the case of avalanche simulations we described in section 6.4.2, that were used in a local project with scientists from other disciplines (see section 8.2.1 and ). The advected textures (see section 6.4.1), aimed at adding animated details to any kind of fluid simulation, could be used to improve the rendering of our avalanches.
Lastly, the specification of complete natural sceneries is one of the aims of the Dereve II project (see section 8.1.1).
Some of our work on geometric modelling and physically-based animation has been successfully applied to the medical domain:
Firstly, the multi-resolution implicit representation (see section 6.1.3) we have developed provides an intuitive understanding of shapes, which is useful in anatomical applications. In addition to our use of this representation in a surgical simulator , we are planning to rely on this model for a new collaboration with the Anatomy lab at the Medicine Faculty of Grenoble, set up at the occasion of Olivier Palombi's PhD.
Secondly, our tools for efficient physically-based simulation, and in particular our new contributions to collision detection and response (see section 6.3.4), have been used for real-time simulation of intestinal surgery (see section  ), in the context of a project funded by INRIA (see section 8.2.2).
Animation of virtual creatures
Several of our new models and algorithms contribute to the animation of virtual creatures. This includes our work on motion capture from video (general body motion, faces, and body deformations, see section 6.5); the procedural method we developed for adding skin details (see section 6.2.3); the physically-based animation tools (sections 6.3.4 and 6.3.5) that we are currently applying to the simulation of virtual garments; and our adaptive animation algorithm for efficiently computing hair motion (see 6.4.3).
Except for the extraction of an animal's global motion from video, all these contributions are developed within projects with industrial partners (see Virtual Actors RIAM project section 7.3, 7.4 and RNTL PARI project section 7.2).