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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. INDEX TERMS
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