ERATO Proceedings Istanbul 2006.pdf - Odeon
ERATO Proceedings Istanbul 2006.pdf - Odeon
ERATO Proceedings Istanbul 2006.pdf - Odeon
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Third, once the texturing and garment properties setting is done, the fitting of a garment can<br />
be started, by calling a mechanical simulation, which is forcing the surfaces to approach along<br />
the seam lines. The surface is deforming according to the shape of the body. The simulation<br />
engine first uses a simplified mechanical model, which is optimized in speed by leaving the<br />
physical parameters and environment parameters behind the calculation. The simulation has to<br />
be executed until the fabric is dynamically stabilized. The resulting position is a suitable starting<br />
point for the simulation of animation. Such process is depicted in figure 13.<br />
3. Integration<br />
In order to proceed with the rapid development of such demanding high performance<br />
interactive immersive VR application, featuring advanced virtual human simulation technologies<br />
we adopted the VHD++ real-time framework as described by Ponder et al [27]: VHD++<br />
addresses the most common problems related to the development, extension and integration of<br />
heterogeneous simulation technologies under a single system roof while combines both<br />
framework (complexity curbing) and component (complexity hiding) based software engineering<br />
methodologies. As a result a large scale architecture and code reuse is being achieved which<br />
radically increases development efficiency and robustness of the final VR and virtual character<br />
application (samples shown in figure 14).<br />
Figure 14: Latest <strong>ERATO</strong> Results featuring the high frequency shadow mapping and interior and exterior views of the<br />
Aspendos theatre<br />
4. Conclusions<br />
Currently our VR-AR Framework is able to manage real-time augmented reality full virtual<br />
character simulations (body, face and clothes) in cultural heritage environments, however, there