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@PHDTHESIS{Jerbkov:62528,
      author       = {Jerábková, Lenka},
      othercontributors = {Bischof, Christian},
      title        = {{I}nteractive cutting of finite elements based deformable
                      objects in virtual environments},
      address      = {Aachen},
      publisher    = {Publikationsserver der RWTH Aachen University},
      reportid     = {RWTH-CONV-124092},
      pages        = {92 S. : Ill., graph. Darst.},
      year         = {2007},
      note         = {Zsfassung in dt. und engl. Sprache; Aachen, Techn.
                      Hochsch., Diss., 2007},
      abstract     = {There is a wide range of virtual reality (VR) applications
                      that benefit from physically based modeling, such as
                      assembly simulation, robotics, training and teaching (e.g.,
                      medical, military, sports) and entertainment. The dynamics
                      of rigid bodies is well understood and several open source
                      as well as commercial physics engines supporting articulated
                      rigid bodies and particle systems are available. On the
                      other hand, the simulation of deformable bodies is an
                      objective of current research. The main application areas of
                      deformable objects simulation in computer graphics and VR
                      are the simulation of cloth and medical simulation. The
                      challenge of VR applications is the real time simulation
                      requirement. The raising computational power of the last
                      decades allowed for adapting selected methods known from
                      engineering sciences for interactive simulation. The
                      simulation of cutting is especially challenging though, as
                      most methods suffer from both performance and stability
                      issues. Although a number of approaches have been presented
                      over the last decade, the problem has not been solved
                      satisfyingly, yet. This thesis presents methods for an
                      interactive simulation of finite elements based deformable
                      objects as used, e.g., in VR surgical simulators. The main
                      objectives of such simulators are stability and performance
                      of the employed methods allowing for an interactive object
                      manipulation including topological changes in real time. A
                      novel method for interactive cutting of deformable objects
                      in virtual environments is presented. The key to this method
                      is the usage of the extended finite elements method (XFEM).
                      The XFEM can effectively model discontinuities within an FEM
                      mesh without creating new mesh elements and thus minimizing
                      the impact on the performance of the simulation. The XFEM
                      can be applied to advanced constitutive models used for the
                      interactive simulation of large deformations. Moreover, an
                      analysis of mass lumping techniques, showing that the
                      stability of the simulation is guaranteed even when small
                      portions of the material are cut is presented. The XFEM
                      based cutting surpasses the currently most widely used
                      remeshing methods in both, performance and stability and is
                      suitable for interactive VR simulation. Further, a software
                      architecture for physical simulation of deformable objects
                      in VR applications is proposed. The framework is suitable
                      for the creation of complex VR applications as, e.g., a
                      virtual surgical trainer. It uses thread level task
                      parallelization for the concurrent execution of
                      visualization, collision detection, haptics and deformation.
                      Moreover, a parallelization approach for the deformation
                      algorithm, which is the most computationally intensive part
                      is proposed. The presented solution based on OpenMP requires
                      only minimal changes to the source code while achieving a
                      speedup comparable to the results of more sophisticated
                      approaches. The presented framework benefits from the
                      current developments in the computing industry and allows an
                      optimal utilization of multicore CPUs.},
      keywords     = {Virtuelle Realität (SWD) / Finite-Elemente-Methode (SWD)},
      cin          = {124170 / 120000},
      ddc          = {004},
      cid          = {$I:(DE-82)124170_20140620$ / $I:(DE-82)120000_20140620$},
      typ          = {PUB:(DE-HGF)11},
      urn          = {urn:nbn:de:hbz:82-opus-20943},
      url          = {https://publications.rwth-aachen.de/record/62528},
}