Finite element modeling of the vocal folds with deformable interface tracking


Authors
Alba Granados, Jonas Brunskog, Marek Krzysztof Misztal, Vincent Visseq, and Kenny Erleben

Abstract
Continuous and prolonged use of the speaking voice may lead to functional speech disorders that are not apparent for voice clinicians from high-speed imaging of the vocal folds’ vibration. However, it is hypothesized that time dependent tissue properties provide some insight into the injury process. To infer material parameters via an inverse optimization problem from recorded deformation, a self sustained theoretical model of the vocal folds is needed. With this purpose, a transversely isotropic three-dimensional nite element model is proposed and investigated. Special attention is paid to the collision and time integration schemes. Accuracy in the deformation process is introduced by means of a topology-adaptive method for deformable interface tracking, called the Deformable Simplicial Complex, which has been previously applied to immiscible uids. For computational reasons, aerodynamic driving forces are derived from Bernoulli’s principle.

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SCA 2014: Symposium on Computer Animation, Copenhagen 21st-23rd July


Conference chairs
Kenny Erleben, University of Copenhagen, Denmark
Julien Pettré, Inria, France
Program chairs
Vladlen Koltun, Adobe Research, U.S.A.
Eftychios Sifakis, University of Wisconsin-Madison, U.S.A.
Poster chair
Jack Wang, University of Hong Kong, China

Abstract
The ACM SIGGRAPH / Eurographics Symposium on Computer Animation (SCA) is the premier forum for innovations in the software and technology of computer animation. The 13rd annual event unites researchers and practitioners working on all aspects of time-based phenomena. Our focused, intimate gathering, with single track program and emphasis on community interaction, makes SCA the best venue to exchange research results, get inspired, and set up collaborations. We invite submission of original, high-quality work in the form of technical papers and posters. All details can be found in the For Submitters section.

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Photon Differential Splatting for Rendering Caustics


Authors
Jeppe Revall Frisvad, Lars Schjøth, Kenny Erleben, and Jon Sporring

Abstract
We present a photon splatting technique which reduces noise and blur in the rendering of caustics. Blurring of illumination edges is an inherent problem in photon splatting, as each photon is unaware of its neighbours when being splatted. This means that the splat size is usually based on heuristics rather than knowledge of the local flux density. We use photon differentials to determine the size and shape of the splats such that we achieve adaptive anisotropic flux density estimation in photon splatting. As compared to previous work that uses photon differentials, we present the first method where no photons or beams or differentials need to be stored in a map. We also present improvements in the theory of photon differentials, which give more accurate results and a faster implementation. Our technique has good potential for GPU acceleration, and we limit the number of parameters requiring user adjustment to an overall smoothing parameter and the number of photons to be traced.

Computer Graphics Forum early view

Conforming Contact Manifolds for Multibody Simulations


Authors
Vincent Visseq, Ulrik Bonde, Marek K. Misztal and Kenny Erleben

Abstract
Computer simulation of physical phenomena involving contact mechanics is of great in- terest to many fields of research and industries. New applications, such as biomedical simulations, are appealing for the modelling of soft materials and sliding contact. Several different approaches have been developed over the last four decades to formulate con- tact constraints for numerical simulation methods. In the finite element method, mortar meshes, Lagrange multipliers and penalty approaches are widely used to handle con- tact constraints. We propose to develop a new simulation framework providing conform- ing contact manifolds for deformable multibody dynamics, based on the Moving Meshes framework.

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