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In quest of realism and interactivity for virtual environments
Source
Virtual Reality Software and Technology archive
Proceedings of the 2008 ACM symposium on Virtual reality software and technology table of contents
Bordeaux, France
SESSION: Keynotes table of contents
Pages 15-15  
Year of Publication: 2008
ISBN:978-1-59593-951-7
Author
Ming C. Lin  University of North Carolina at Chapel Hill
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

The realism of a computer simulated system for virtual environments often depends heavily on three main components: graphics, behavior, and sound. Thanks to four decades of research in modeling, rendering, and advances in VLSI technologies for graphics hardware, today's game systems are able to render near photorealistic images at interactive rates. To further increase the player's experience and immersion, the recent trend has been on introduction of physics-based simulation and behaviors. However, many computational challenges remain due to the simultaneous quest for sensory realism and performance requirements of these systems. Some of the key research issues include interactive motion synthesis of physically-plausible behavior of soft and articulated bodies, fast simulation of large-scale heterogeneous crowds, and real-time multi-sensory interaction. In this talk, I will present a few highlights of our recent efforts on addressing these problems. I will also demonstrate the results on several interactive applications, including cloth simulation for feature animation, sound rendering for computer games, 3D virtual painting for training and education, catheterization procedure for liver chemoembolization, and crowd simulation for virtual cityscapes. I will conclude by suggesting some research opportunities and applications.