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Dive into the research topics where Bruno Heidelberger is active.

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Featured researches published by Bruno Heidelberger.


eurographics | 2005

Collision Detection for Deformable Objects

Matthias Teschner; Stefan Kimmerle; Bruno Heidelberger; Gabriel Zachmann; Laks Raghupathi; Arnulph Fuhrmann; Marie-Paule Cani; François Faure; Nadia Magnenat-Thalmann; Wolfgang Strasser; Pascal Volino

Interactive environments for dynamically deforming objects play an important role in surgery simulation and entertainment technology. These environments require fast deformable models and very efficient collision handling techniques. While collision detection for rigid bodies is well investigated, collision detection for deformable objects introduces additional challenging problems. This paper focuses on these aspects and summarizes recent research in the area of deformable collision detection. Various approaches based on bounding volume hierarchies, distance fields and spatial partitioning are discussed. In addition, image‐space techniques and stochastic methods are considered. Applications in cloth modeling and surgical simulation are presented.


international conference on computer graphics and interactive techniques | 2005

Meshless deformations based on shape matching

Matthias Müller; Bruno Heidelberger; Matthias Teschner; Markus H. Gross

We present a new approach for simulating deformable objects. The underlying model is geometrically motivated. It handles pointbased objects and does not need connectivity information. The approach does not require any pre-processing, is simple to compute, and provides unconditionally stable dynamic simulations.The main idea of our deformable model is to replace energies by geometric constraints and forces by distances of current positions to goal positions. These goal positions are determined via a generalized shape matching of an undeformed rest state with the current deformed state of the point cloud. Since points are always drawn towards well-defined locations, the overshooting problem of explicit integration schemes is eliminated. The versatility of the approach in terms of object representations that can be handled, the efficiency in terms of memory and computational complexity, and the unconditional stability of the dynamic simulation make the approach particularly interesting for games.


Journal of Visual Communication and Image Representation | 2007

Position based dynamics

Matthias Müller; Bruno Heidelberger; Marcus Hennix; John Ratcliff

The most popular approaches for the simulation of dynamic systems in computer graphics are force based. Internal and external forces are accumulated from which accelerations are computed based on Newtons second law of motion. A time integration method is then used to update the velocities and finally the positions of the object. A few simulation methods (most rigid body simulators) use impulse based dynamics and directly manipulate velocities. In this paper we present an approach which omits the velocity layer as well and immediately works on the positions. The main advantage of a position based approach is its controllability. Overshooting problems of explicit integration schemes in force based systems can be avoided. In addition, collision constraints can be handled easily and penetrations can be resolved completely by projecting points to valid locations. We have used the approach to build a real time cloth simulator which is part of a physics software library for games. This application demonstrates the strengths and benefits of the method.


Computer Animation and Virtual Worlds | 2004

Interaction of fluids with deformable solids

Matthias Müller; Simon Schirm; Matthias Teschner; Bruno Heidelberger; Markus H. Gross

In this paper, we present a method for simulating the interaction of fluids with deformable solids. The method is designed for the use in interactive systems such as virtual surgery simulators where the real‐time interplay of liquids and surrounding tissue is important. In computer graphics, a variety of techniques have been proposed to model liquids and deformable objects at interactive rates. As important as the plausible animation of these substances is the fast and stable modeling of their interaction. The method we describe in this paper models the exchange of momentum between Lagrangian particle‐based fluid models and solids represented by polygonal meshes. To model the solid‐fluid interaction we use virtual boundary particles. They are placed on the surface of the solid objects according to Gaussian quadrature rules allowing the computation of smooth interaction potentials that yield stable simulations. We demonstrate our approach in an interactive simulation environment for fluids and deformable solids. Copyright


computer graphics international | 2004

A versatile and robust model for geometrically complex deformable solids

Matthias Teschner; Bruno Heidelberger; Matthias Müller; Markus H. Gross

In this paper, we present a versatile and robust model for geometrically complex deformable solids. Our approach can be applied to deformable tetrahedral meshes and to deformable triangle meshes. The model considers elastic and plastic deformation. It handles a large variety of material properties ranging from stiff to fluid-like behavior. Due to the computational efficiency of our approach, complex environments consisting of up to several thousand primitives can be simulated at interactive speed. The presented approach to deformable modeling is part of a simulation environment with integrated collision handling for tetrahedral meshes. For visualization purposes, tetrahedral meshes can be coupled with high-resolution surface meshes. Results are presented for deformable tetrahedral meshes and for deformable triangle meshes which are used to represent cloth and discrete shells


Teleoperators and Virtual Environments | 2008

Virtual reality based simulation of hysteroscopic interventions

Matthias Harders; Daniel Bachofen; Markus Grassi; Michael Bajka; Ulrich Spaelter; Matthias Teschner; Bruno Heidelberger; Raimundo Sierra; Denis Steinemann; Stefan Tuchschmid; János Zátonyi; Gábor Székely

Virtual reality based simulation is an appealing option to supplement traditional clinical education. However, the formal integration of training simulators into the medical curriculum is still lacking. Especially, the lack of a reasonable level of realism supposedly hinders the widespread use of this technology. Therefore, we try to tackle this situation with a reference surgical simulator of the highest possible fidelity for procedural training. This overview describes all elements that have been combined into our training system as well as first results of simulator validation. Our framework allows the rehearsal of several aspects of hysteroscopyfor instance, correct fluid management, handling of excessive bleeding, appropriate removal of intra-uterine tumors, or the use of the surgical instrument.


vision modeling and visualization | 2003

Optimized Spatial Hashing for Collision Detection of Deformable Objects.

Matthias Teschner; Bruno Heidelberger; Matthias Müller; Danat Pomerantes; Markus H. Gross


international conference in central europe on computer graphics and visualization | 2004

Detection of collisions and self-collisions using image-space techniques

Bruno Heidelberger; Matthias Teschner; Markus H. Gross


vision modeling and visualization | 2004

Consistent penetration depth estimation for deformable collision response

Bruno Heidelberger; Matthias Teschner; Richard Keiser; Markus H. Gross


vision modeling and visualization | 2003

Real-Time Volumetric Intersections of Deforming Objects

Bruno Heidelberger; Matthias Teschner; Markus H. Gross

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