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Denis Steinemann

dblp:44/840 · DBLP profile ↗
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8ranked-venue papers
3as first author
0since 2021 · last 2011
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 59% Geometric modeling and processing · 41%
Human-computer interaction and pervasive computing
1 paper
Health and well-being technologies · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
collision detection
0.112007
Balanced Hierarchies for Collision Detection between Fracturing Objects · VR 2007
Computer animation and physical simulation
fracture simulation
0.112007
Balanced Hierarchies for Collision Detection between Fracturing Objects · VR 2007
Computer animation and physical simulation › deformable body simulation
deformable solid simulation
0.112006
Hybrid Cutting of Deformable Solids · VR 2006
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.012007
Balanced Hierarchies for Collision Detection between Fracturing Objects · VR 2007
Health and well-being technologies › medical simulation
surgical simulation
0.012006
Hybrid Cutting of Deformable Solids · VR 2006

Methods — techniques the papers use, named apart from their topics

tetrahedral mesh subdivision · 0.1hybrid cutting · 0.1dynamic restructuring · 0.1balanced tree · 0.1
YearPublicationVenuePosition
2011 Robust interactive cutting based on an adaptive octree simulation mesh
Martin Seiler, Denis Steinemann, Jonas Spillmann, Matthias Harders
Vis. Comput.2
2009 Implicit Contact Handling for Deformable Objects
abstract
Abstract We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of heterogeneous objects, all in a unified manner. We achieve dynamicsawareness through a constrained dynamics formulation with implicit complementarity constraints, and we present two major contributions that enable an efficient solution of the constrained dynamics problem: a time stepping algorithm that robustly ensures non‐penetration and progressively refines the formulation of constrained dynamics, and a new solver for large mixed linear complementarity problems, based on iterative constraint anticipation. We show the application of our algorithm in challenging scenarios such as multi‐layered cloth moving at high velocities, or colliding deformable solids simulated with large time steps.
Miguel A. Otaduy, Rasmus Tamstorf, Denis Steinemann, Markus Gross 0001
Comput. Graph. Forum3
2009 Splitting meshless deforming objects with explicit surface tracking
Denis Steinemann, Miguel A. Otaduy, Markus Gross 0001
Graph. Model.1
2008 Tight and efficient surface bounds in meshless animation
Denis Steinemann, Miguel A. Otaduy, Markus Gross 0001
Comput. Graph.1
2007 Balanced Hierarchies for Collision Detection between Fracturing Objects
abstract
The simulation of fracture leads to collision-intensive situations that call for efficient collision detection algorithms and data structures. Bounding volume hierarchies (BVHs) are a popular approach for accelerating collision detection, but they rarely see application in fracture simulations, due to the dynamic creation and deletion of geometric primitives. We propose the use of balanced trees for storing BVHs, as well as novel algorithms for dynamically restructuring them in the presence of progressive or instantaneous fracture. By paying a small loss of fitting quality compared with complete reconstruction, we achieve more than one order of magnitude speedup in the update of BVHs
Miguel A. Otaduy, Olivier Chassot, Denis Steinemann, Markus Gross 0001
VR3
2006 Hybrid Cutting of Deformable Solids
abstract
A central training objective of virtual reality based surgical simulation is the removal of pathologic tissue. This necessitates stable, real-time updates of the underlying mesh representation. Within the framework of a hysteroscopy simulator, we have developed a hybrid cutting approach for tetrahedral meshes. It combines the topological update by subdivision with adjustments of the existing topology. Moreover, the mechanical and the visual model are decoupled, thus allowing different resolutions for the underlying mesh representations. With our method, we can closely approximate an arbitrary, user-defined cut surface while avoiding the creation of small or badly shaped elements, thus strongly reducing stability problems in the subsequent deformation computation. The presented approach has been integrated into a virtual reality training system for hysteroscopic interventions. The performance of the algorithm is demonstrated by examples of intra-uterine tumor ablations.
Denis Steinemann, Matthias Harders, Markus Gross 0001, Gábor Székely
VR1
2005 A Hybrid Cutting Approach for Hysteroscopy Simulation
Matthias Harders, Denis Steinemann, Markus Gross 0001, Gábor Székely
MICCAI (2)2
2005 Efficient Animation of Point-Sampled Thin Shells
abstract
We present a novel framework for the efficient simulation and animation of discrete thin shells.Our method takes a point sampled surface as input and performs all necessary computations without intermediate triangulation.We discretize the thin shell functional using so-called fibers.Such fibers are locally embedded parametric curves crisscrossing individual point samples.In combination, they create a dense mesh representing the surface structure and connectivity for the shell computations.In particular, we utilize the fibers to approximate the differential surface operators of the thin shell functional.The polynomials underlying the fiber representation allow for a robust and fast simulation of thin shell behavior.Our method supports both elastic and plastic deformations as well as fracturing and tearing of the material.To compute surfaces with rich surface detail, we designed a multiresolution representation which maps a high-resolution surface onto a fiber network of lower resolution.This makes it possible to animate densely sampled models of very high surface complexity.While being tuned for point sampled objects, the presented framework is versatile and can also take triangle meshes or triangle soups as input.
Martin Wicke, Denis Steinemann, Markus Gross 0001
Comput. Graph. Forum2