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Matthias Harders

dblp:56/4725 · DBLP profile ↗
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41ranked-venue papers
9as first author
3since 2021 · last 2025
0000-0001-7564-6234ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 30 · 7 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 14 · 5 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 12 · 1 first-authorArtificial intelligence and machine learning · 3 · 1 first-authorSystems, architecture and hardware · 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
13 papers
Computer animation and physical simulation · 52% Virtual and augmented reality · 30% Geometric modeling and processing · 16%
Human-computer interaction and pervasive computing
9 papers
Haptics and multimodal interaction · 74% Learning and educational technologies · 24% Health and well-being technologies · 2%
Interdisciplinary, comprehensive, and emerging computing
4 papers
Medical and health informatics · 100%

Topics — the 30 heaviest of 33, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
deformable body simulation
0.432012
Robust Interactive Collision Handling between Tools and Thin Volumetric Objects · IEEE Trans. Vis. Comput. Graph. 2012
Maintaining Large Time Steps in Explicit Finite Element Simulations Using Shape Matching · IEEE Trans. Vis. Comput. Graph. 2012
Identification of Spring Parameters for Deformable Object Simulation · IEEE Trans. Vis. Comput. Graph. 2007
Computer animation and physical simulation
collision handling
0.322014
Data-Driven Simulation of Detailed Surface Deformations for Surgery Training Simulators · IEEE Trans. Vis. Comput. Graph. 2014
Robust Interactive Collision Handling between Tools and Thin Volumetric Objects · IEEE Trans. Vis. Comput. Graph. 2012
Haptics and multimodal interaction › haptic interaction
haptic augmented reality
0.222010
Breast cancer palpation system using haptic augmented reality · ISMAR 2010
Haptic simulation of breast cancer palpation: A case study of haptic augmented reality · ISMAR 2010
Learning and educational technologies
medical training
0.222010
Breast cancer palpation system using haptic augmented reality · ISMAR 2010
Haptic simulation of breast cancer palpation: A case study of haptic augmented reality · ISMAR 2010
Geometric modeling and processing › shape deformation
data-driven deformation
0.212014
Data-Driven Simulation of Detailed Surface Deformations for Surgery Training Simulators · IEEE Trans. Vis. Comput. Graph. 2014
Computer animation and physical simulation › deformable body simulation
soft tissue simulation
0.212014
Data-Driven Simulation of Detailed Surface Deformations for Surgery Training Simulators · IEEE Trans. Vis. Comput. Graph. 2014
Virtual and augmented reality
haptics
0.212013
Adaptive Space Warping to Enhance Passive Haptics in an Arthroscopy Surgical Simulator · IEEE Trans. Vis. Comput. Graph. 2013
Virtual and augmented reality
mixed reality
0.212013
Adaptive Space Warping to Enhance Passive Haptics in an Arthroscopy Surgical Simulator · IEEE Trans. Vis. Comput. Graph. 2013
Virtual and augmented reality › haptics
passive haptics
0.212013
Adaptive Space Warping to Enhance Passive Haptics in an Arthroscopy Surgical Simulator · IEEE Trans. Vis. Comput. Graph. 2013
Virtual and augmented reality
augmented reality
0.132009
High-fidelity visuo-haptic interaction with virtual objects in multi-modal AR systems · ISMAR 2006
Camera-Marker Alignment Framework and Comparison with Hand-Eye Calibration for Augmented Reality Applications · ISMAR 2005
Influence of visual and haptic delays on stiffness perception in augmented reality · ISMAR 2009
Geometric modeling and processing
shape matching
0.112012
Maintaining Large Time Steps in Explicit Finite Element Simulations Using Shape Matching · IEEE Trans. Vis. Comput. Graph. 2012
Computer animation and physical simulation › deformable body simulation
thin shell simulation
0.112012
Robust Interactive Collision Handling between Tools and Thin Volumetric Objects · IEEE Trans. Vis. Comput. Graph. 2012
Geometric modeling and processing
mesh deformation
0.112020
Wrinkles, Folds, Creases, Buckles: Small-Scale Surface Deformations as Periodic Functions on 3D Meshes · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
calibration and registration
0.112009
Calibration, Registration, and Synchronization for High Precision Augmented Reality Haptics · IEEE Trans. Vis. Comput. Graph. 2009
Virtual and augmented reality › haptics
visuo-haptic augmented reality
0.112009
Calibration, Registration, and Synchronization for High Precision Augmented Reality Haptics · IEEE Trans. Vis. Comput. Graph. 2009
Haptics and multimodal interaction › haptic perception
stiffness perception
0.112009
Influence of visual and haptic delays on stiffness perception in augmented reality · ISMAR 2009
Haptics and multimodal interaction › multimodal perception
visuo-haptic perception
0.112009
Influence of visual and haptic delays on stiffness perception in augmented reality · ISMAR 2009
Haptics and multimodal interaction
haptic feedback
0.122006
High-fidelity visuo-haptic interaction with virtual objects in multi-modal AR systems · ISMAR 2006
Improving Medical Segmentation with Haptic Interaction · VR 2002
Computer animation and physical simulation › deformable body simulation
deformable solid simulation
0.112006
Hybrid Cutting of Deformable Solids · VR 2006
Computer animation and physical simulation
interactive simulation
0.012012
Maintaining Large Time Steps in Explicit Finite Element Simulations Using Shape Matching · IEEE Trans. Vis. Comput. Graph. 2012
Virtual and augmented reality
surgical simulation
0.012012
Maintaining Large Time Steps in Explicit Finite Element Simulations Using Shape Matching · IEEE Trans. Vis. Comput. Graph. 2012
Haptics and multimodal interaction › multisensory interaction
visuo-haptic interaction
0.012003
Enhancing human-computer interaction in medical segmentation · Proc. IEEE 2003
Visualization and visual analytics
medical visualization
0.012002
Improving Medical Segmentation with Haptic Interaction · VR 2002
Image and video processing › image segmentation › 3d image segmentation
volume segmentation
0.012002
Improving Medical Segmentation with Haptic Interaction · VR 2002
Medical and health informatics › medical education
surgical training
0.012009
Calibration, Registration, and Synchronization for High Precision Augmented Reality Haptics · IEEE Trans. Vis. Comput. Graph. 2009
Virtual and augmented reality › virtual environment
immersive virtual environments
0.012007
Tutorial 3: Integration of Haptics in Virtual Environments - A Perception-Based Approach · VR 2007
Health and well-being technologies › medical simulation
surgical simulation
0.012006
Hybrid Cutting of Deformable Solids · VR 2006
Medical and health informatics
medical education
0.012005
Camera-Marker Alignment Framework and Comparison with Hand-Eye Calibration for Augmented Reality Applications · ISMAR 2005
Medical and health informatics › medical imaging
medical image analysis
0.012003
Enhancing human-computer interaction in medical segmentation · Proc. IEEE 2003
Medical and health informatics › medical imaging › medical image analysis
medical image segmentation
0.012003
Enhancing human-computer interaction in medical segmentation · Proc. IEEE 2003

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

periodic functions · 0.4film-substrate model · 0.4non-negative least squares · 0.4influence map · 0.4frequency-space compression · 0.4stiffness augmentation · 0.2contact dynamics model · 0.2hybrid tracking · 0.2distributed synchronization framework · 0.2adaptive space warping · 0.2modal analysis · 0.1manifold projection · 0.1distance field rasterization · 0.1corotational linear finite element method · 0.1user study · 0.1closed-loop segmentation · 0.1tetrahedral mesh subdivision · 0.1quasi-newton optimization · 0.1
YearPublicationVenuePosition
2025 Implicit Deformable Medical Image Registration with Learnable Kernels
Stefano Fogarollo, Gregor Laimer, Reto J. Bale, Matthias Harders
MICCAI (2)4
2024 Synthetic Optical Coherence Tomography Angiographs for Detailed Retinal Vessel Segmentation Without Human Annotations
abstract
Optical coherence tomography angiography (OCTA) is a non-invasive imaging modality that can acquire high-resolution volumes of the retinal vasculature and aid the diagnosis of ocular, neurological and cardiac diseases. Segmenting the visible blood vessels is a common first step when extracting quantitative biomarkers from these images. Classical segmentation algorithms based on thresholding are strongly affected by image artifacts and limited signal-to-noise ratio. The use of modern, deep learning-based segmentation methods has been inhibited by a lack of large datasets with detailed annotations of the blood vessels. To address this issue, recent work has employed transfer learning, where a segmentation network is trained on synthetic OCTA images and is then applied to real data. However, the previously proposed simulations fail to faithfully model the retinal vasculature and do not provide effective domain adaptation. Because of this, current methods are unable to fully segment the retinal vasculature, in particular the smallest capillaries. In this work, we present a lightweight simulation of the retinal vascular network based on space colonization for faster and more realistic OCTA synthesis. We then introduce three contrast adaptation pipelines to decrease the domain gap between real and artificial images. We demonstrate the superior segmentation performance of our approach in extensive quantitative and qualitative experiments on three public datasets that compare our method to traditional computer vision algorithms and supervised training using human annotations. Finally, we make our entire pipeline publicly available, including the source code, pretrained models, and a large dataset of synthetic OCTA images.
Linus Kreitner, Johannes C. Paetzold, Nikolaus Rauch, Chen Chen 0042, Ahmed M. Hagag, Alaa E. Fayed, Sobha Sivaprasad, Sebastian Rausch, Julian Weichsel, Bjoern Menze, Matthias Harders, Benjamin Knier, Daniel Rueckert, Martin J. Menten
IEEE Trans. Medical Imaging11
2021 Robust reconstruction of curved line structures in noisy point clouds
abstract
Point-based geometry representations have become widely used in numerous contexts, ranging from particle-based simulations, over stereo image matching, to depth sensing via light detection and ranging. Our application focus is on the reconstruction of curved line structures in noisy 3D point cloud data. Respective algorithms operating on such point clouds often rely on the notion of a local neighborhood. Regarding the latter, our approach employs multi-scale neighborhoods, for which weighted covariance measures of local points are determined. Curved line structures are reconstructed via vector field tracing, using a bidirectional piecewise streamline integration. We also introduce an automatic selection of optimal starting points via multi-scale geometric measures. The pipeline development and choice of parameters was driven by an extensive, automated initial analysis process on over a million prototype test cases. The behavior of our approach is controlled by several parameters — the majority being set automatically, leaving only three to be controlled by a user. In an extensive, automated final evaluation, we cover over one hundred thousand parameter sets, including 3D test geometries with varying curvature, sharp corners, intersections, data holes, and systematically applied varying types of noise. Further, we analyzed different choices for the point of reference in the co-variance computation; using a weighted mean performed best in most cases. In addition, we compared our method to current, publicly available line reconstruction frameworks. Up to thirty times faster execution times were achieved in some cases, at comparable error measures. Finally, we also demonstrate an exemplary application on four real-world 3D light detection and ranging datasets, extracting power line cables.
Marcel Ritter, Daniel Schiffner, Matthias Harders
Vis. Informatics3
2020 Wrinkles, Folds, Creases, Buckles: Small-Scale Surface Deformations as Periodic Functions on 3D Meshes
abstract
We propose a method for adding small-scale details to surfaces of 3D geometries in the context of interactive deformation computation of elastic objects. This is relevant in real-time applications, for instance, in surgical simulation or interactive animation. The key idea is the procedural generation of surface details via a weighted sum of periodic functions, applied as an on-surface displacement field. We first calculate local deformation strains of a low-resolution 3D input mesh, which are then employed to estimate amplitudes, orientations, and positions of high-resolution details. The shapes and spatial frequencies of the periodic details are obtained from mechanical parameters, assuming the physical model of a film-substrate aggregate. Finally, our approach creates the highly-detailed output mesh fully on the GPU. The performance is independent of the spatial frequency of the inserted details as well as, within certain limits, of the resolution of the output mesh. We can reproduce numerous commonly observed, characteristic surface deformation patterns, such as wrinkles or buckles, allowing for the representation of a wide variety of simulated materials and interaction processes. We highlight the performance of our method with several examples.
Evgeny Zuenko, Matthias Harders
IEEE Trans. Vis. Comput. Graph.2
2014 Data-Driven Simulation of Detailed Surface Deformations for Surgery Training Simulators
abstract
Data-driven methods have received increasing attention in recent years in order to meet real-time requirements in computationally intensive tasks. In our current work we examine the application of such approaches in soft-tissue simulation. The core idea is to split deformations into a coarse approximation and a differential part that contains the details. We employ the data-driven stamping approach to enrich a fast simulation surface with details that have been extracted from a set of example deformations obtained in offline computations. In this paper we detail our technique, and suggest further extensions over our previous work. First, we propose an improved method for correlating the current coarse approximation to the examples in the database. The new correlation metric combines Euclidean distances with cosine similarity. It allows for better example discrimination, resulting in a well-conditioned linear system. This also enables us to use a non-negative least squares solver that leads to a better regression and guarantees positive stamp blending weights. Second, we suggest a frequency-space stamp compression scheme that saves memory and, in most instances, is faster, since many operations can be done in the compressed space. Third, cutting is included by employing a physically-inspired influence map that allows for proper handling of material discontinuities that were not present in the original examples. We thoroughly evaluate our method and demonstrate its practical application in a surgical simulator prototype.
Martin Seiler, Jonas Spillmann, Matthias Harders
IEEE Trans. Vis. Comput. Graph.3
2013 Deformable haptic model generation through manual exploration
abstract
Interaction with virtual deformable models is common in several haptic contexts, such as in medical training simulators. This paper presents a methodological procedure for the creation of such virtual models from their real-life counterparts. Both the surface geometry and the elastic parametrization of an object are reconstructed from position/force readings during an operator-assisted exploration of the object. A 3D mesh model is then generated from the surface contact points. The internal elastic modulus is found using the 3D finite element method. This modeling method is compared with two common 1D elastic models, namely Kelvin-Voigt and Hunt-Crossley. Results using three deformable homogeneous silicone samples show successful geometry reconstruction. 1D model parameterizations exhibit high variation dependent on geometry and contact location. In contrast, elastic modulus reconstruction yields a global model parameterization independent of geometry. Elastic moduli estimated in experiments correlated with their known values, and were shown to be reproducible among samples with different geometries.
Orcun Goksel, Seokhee Jeon, Matthias Harders, Gábor Székely
World Haptics3
2013 Data-driven haptics: Addressing inhomogeneities and computational formulation
abstract
In this paper we suggest two extensions to our previous work in data-driven haptic rendering. First, we propose a two-staged process to handle inhomogeneous material behavior. In an initial broad phase, representative locations of similar force responses are identified, based on a pattern clustering algorithm. Thereafter, separate detail-rich radial basis function approximations are generated for each detected region. These are employed in the rendering to provide varying feedback depending on the contact location. Secondly, we suggest a new computational formulation for obtaining the radial basis function reconstructions of the reaction force signal. Inspired by Compressive Sensing, we employ an ℓ1-minimization with a random selection strategy. The improved performance of both extensions is illustrated on different test cases.
Anatolii Sianov, Matthias Harders
World Haptics2
2013 Adaptive Space Warping to Enhance Passive Haptics in an Arthroscopy Surgical Simulator
abstract
Passive haptics, also known as tactile augmentation, denotes the use of a physical counterpart to a virtual environment to provide tactile feedback. Employing passive haptics can result in more realistic touch sensations than those from active force feedback, especially for rigid contacts. However, changes in the virtual environment would necessitate modifications of the physical counterparts. In recent work space warping has been proposed as one solution to overcome this limitation. In this technique virtual space is distorted such that a variety of virtual models can be mapped onto one single physical object. In this paper, we propose as an extension adaptive space warping; we show how this technique can be employed in a mixed-reality surgical training simulator in order to map different virtual patients onto one physical anatomical model. We developed methods to warp different organ geometries onto one physical mock-up, to handle different mechanical behaviors of the virtual patients, and to allow interactive modifications of the virtual structures, while the physical counterparts remain unchanged. Various practical examples underline the wide applicability of our approach. To the best of our knowledge this is the first practical usage of such a technique in the specific context of interactive medical training.
Jonas Spillmann, Stefan Tuchschmid, Matthias Harders
IEEE Trans. Vis. Comput. Graph.3
2012 Speeding up the simulation of deformable objects through mesh improvement
abstract
ABSTRACT We propose a novel mesh optimization approach that is useful for speeding up a simulation of finite elements‐based deformable objects. The approach is based on a quality metric derived from the critical simulation time step of explicit time integration schemes (i.e., the stability limit for the integration of dynamic equations). Our mesh smoothing approach consists of a set of small and independent spring systems. These are made up of a reference mesh node connected to a set of fixed endpoints, which represent the positions that maximize the time step of the elements adjacent to that node. The reference node is displaced to an equilibrium position through a few local iterations. Each spring's stiffness is weighted depending on the quality of its corresponding element. All spring systems can be computed in parallel. Global iterations update the mesh and spring systems. In addition, we combine our smoothing algorithm with topological transformations. With this approach, the simulation performance could be increased by more than 30% depending on the mesh. This approach is suitable for the generation of finite element method meshes, particularly those requiring interactive applications and haptic rendering. Copyright © 2012 John Wiley & Sons, Ltd.
Luis F. Gutiérrez, Iker Aguinaga, Matthias Harders, Félix F. Ramos Corchado
Comput. Animat. Virtual Worlds3
2012 Computer assisted reconstruction of complex proximal humerus fractures for preoperative planning
Philipp Fürnstahl, Gábor Székely, Christian Gerber, Jürg Hodler, Jess Gerrit Snedeker, Matthias Harders
Medical Image Anal.6
2012 Maintaining Large Time Steps in Explicit Finite Element Simulations Using Shape Matching
abstract
We present a novel hybrid method to allow large time steps in explicit integrations for the simulation of deformable objects. In explicit integration schemes, the time step is typically limited by the size and the shape of the discretization elements as well as by the material parameters. We propose a two-step strategy to enable large time steps for meshes with elements potentially destabilizing the integration. First, the necessary time step for a stable computation is identified per element using modal analysis. This allows determining which elements have to be handled specially given a desired simulation time step. The identified critical elements are treated by a geometric deformation model, while the remaining ones are simulated with a standard deformation model (in our case, a corotational linear Finite Element Method). In order to achieve a valid deformation behavior, we propose a strategy to determine appropriate parameters for the geometric model. Our hybrid method allows taking much larger time steps than using an explicit Finite Element Method alone. The total computational costs per second are significantly lowered. The proposed scheme is especially useful for simulations requiring interactive mesh updates, such as for instance cutting in surgical simulations.
Basil Fierz, Jonas Spillmann, Iker Aguinaga, Matthias Harders
IEEE Trans. Vis. Comput. Graph.4
2012 Robust Interactive Collision Handling between Tools and Thin Volumetric Objects
abstract
Treating the interactions of soft tissue with rigid user-guided tools is a difficult problem. This is particularly true if the soft tissue has a slender shape, i.e., resembling a thin shell, and if the underlying numerical time-integration scheme employs large time steps. In this case, large mutual displacements of both the tool and the soft tissue occur frequently, resulting in deep interpenetrations or breakthroughs. As a consequence, the computation of spatially and temporally coherent contact spaces turns out to be very challenging. In this paper, an approach is proposed that is tailored to these kinds of interactions. To solve this problem, a novel spatially reduced representation of the soft tissue geometry is employed where the dominant dimensions of the object are approximated by a 2D triangle surface, while the third dimension is given in terms of nodal radii. To construct a feasible, nonpenetrating configuration, a novel manifold projection scheme is presented where the colliding triangles are rasterized into a distance field in order to robustly estimate the contact spaces, even for large intersections. The method produces physically plausible results, albeit it is purely geometric, and the material parameters are neglected at the collision response stage. Various examples, including an interactive prototype arthroscopy simulator, underline the wide applicability of the approach.
Jonas Spillmann, Matthias Harders
IEEE Trans. Vis. Comput. Graph.2
2011 Extensions to haptic augmented reality: Modulating friction and weight
abstract
Haptic augmented reality merges real and virtual feedback, allowing a user to touch the real environment augmented with virtual haptic stimuli. A key functionality of this technology is altering the haptic properties of real objects by means of virtual haptic feedback. Previously, we have developed a haptic augmentation system in which object stiffness was modulated. In this paper, we extend our framework to cover further haptic properties: friction and weight. Simple but effective algorithms for estimating and altering these properties have been developed. The first approach allows us to change the inherent friction between a tool tip and a surface to a desired one identified in an offline process. The second technique enables a user to perceive an altered weight when lifting an object at two interaction points. The performance of the proposed algorithms has been evaluated on real objects. The errors remain within reasonable bounds and compare well to the relevant perceptual Weber fractions. Limitations of our technique are identified, and possible extensions are proposed.
Seokhee Jeon, Jean-Claude Metzger, Seungmoon Choi, Matthias Harders
World Haptics4
2011 Comparison of tracker-based to tracker-less haptic device calibration
abstract
In our current work we explore the feasibility of using visuo-haptic augmented reality techniques for training and remote collaboration. Accurate calibration of system components is a key factor in this context. In this paper we deal with the calibration of the kinematic parameters of the haptic device. We compare a previously developed technique using an external optical tracker to a new approach not relying on additional devices. Simulated and real experiments are carried out to investigate the performance of the new technique. As will be shown, both methods yield reasonable results with average errors in the workspace below 2mm. It is found that the trackerless technique is an acceptable alternative to using a tracker for calibration, with only slightly reduced accuracy. It is straightforward to apply and allows to improve rendering fidelity.
Benjamin Knoerlein, Matthias Harders
World Haptics2
2011 Robust interactive cutting based on an adaptive octree simulation mesh
Martin Seiler, Denis Steinemann, Jonas Spillmann, Matthias Harders
Vis. Comput.4
2010 Haptic simulation of breast cancer palpation: A case study of haptic augmented reality
abstract
Haptic augmented reality (AR) allows to modulate the haptic properties of a real object by providing virtual haptic feedback. We previously developed a haptic AR system wherein the stiffness of a real object can be augmented with the aid of a haptic interface. To demonstrate its potential, this paper presents a case study for medical training of breast cancer palpation. A real breast model made of soft silicone is augmented with a virtual tumor rendered inside. Haptic stimuli for the virtual tumor are generated based on a contact dynamics model identified via real measurements, without the need of geometric information on the breast. A subjective evaluation confirmed the realism and fidelity of our palpation system.
Seokhee Jeon, Benjamin Knoerlein, Matthias Harders, Seungmoon Choi
ISMAR3
2010 Breast cancer palpation system using haptic augmented reality
abstract
In haptic augmented reality (AR), a stimulus from a real object is augmented by a synthetic haptic signal. We previously developed a haptic AR system wherein the stiffness of a real object can be augmented with the aid of a haptic interface. This demonstration presents a case study of this technology for medical training of breast cancer palpation. A real breast model made of soft silicone is augmented with a virtual tumor rendered inside. Haptic stimuli for the virtual tumor are generated based on a contact dynamics model identified via real measurements. With our palpation system, a user can experience excellent realism comparable to that of a real breast mock-up containing a real tumor.
Seokhee Jeon, Benjamin Knoerlein, Matthias Harders, Gabjong Han, Seungmoon Choi
ISMAR3
2010 Inextensible elastic rods with torsional friction based on Lagrange multipliers
abstract
Abstract Elastic rods are thin flexible objects typically undergoing large non‐linear deformations that cannot be modeled with linear methods. They are used in a number of research fields, e.g., to represent hair or ropes in animations, or catheters or needles in medical simulations. In this paper, we propose a deformation model for inextensible elastic rods. The method of Lagrange multipliers is employed to enforce the inextensibility of the rod, and to couple the material frames with the centerline. The resulting system is banded, allowing for an efficient linear time solution. We also propose a manifold projection method to incorporate the non‐penetration constraints resulting from contact handling into our constrained Lagrangian mechanics (CLM) problem. We further augment the contact model by treating torsional friction. This allows to reproduce friction effects such as dynamic rolling and twisting of rods. Various examples underline the benefits and applicability of our model. Copyright © 2010 John Wiley & Sons, Ltd.
Jonas Spillmann, Matthias Harders
Comput. Animat. Virtual Worlds2
2010 User-based evaluation of data-driven haptic rendering
abstract
In this article, the data-driven haptic rendering approach presented in our earlier work is assessed. The approach relies on recordings from real objects from which a data-driven model is derived that captures the haptic properties of the object. We conducted two studies. In the first study, the Just Noticeable Difference (JND) for small forces, as encountered in our set-up, was determined. JNDs were obtained both for active and passive user interaction. A conservative threshold curve was derived that was then used to guide the model generation in the second study. The second study examined the achievable rendering fidelity for two objects with different stiffnesses. Subjects directly compared data-driven virtual feedback with the real objects. Results indicated that it is crucial to include dynamic material effects to achieve haptic feedback that cannot be distinguished from real objects. Results also showed that the fidelity is considerably decreased for stiffer objects due to limits of the display hardware.
Raphael Höver, Massimiliano Di Luca, Matthias Harders
ACM Trans. Appl. Percept.3
2009 Fast experimental estimation of drag coefficients of arbitrary structures
abstract
We present a setup for simple and fast experimental estimation of drag coefficients. Our system can accurately determine the parameters of fluid-object interaction for complicated geometry and boundary conditions in the realm of classical Stokes equations. Obtained results are compared with theoretical and numerical solutions. Good agreement with those references is achieved in both cases. An advantage of our method is the prompt and easy parameter retrieval that still maintains appropriate accuracy. Comparable detailed numerical estimations run on the order of hours or days.
Gábor Kósa, Raphael Höver, Dominik Szczerba, Gábor Székely, Matthias Harders
IROS5
2009 Influence of visual and haptic delays on stiffness perception in augmented reality
abstract
Visual delays are unavoidable in augmented reality setups and occur in different steps of the rendering pipeline. In the context of haptic interaction with virtual objects, it has been shown that delayed force feedback can alter the perception of object stiffness. We hypothesize that delays in augmented reality systems can have similar consequences. To test this, we carried out a user study to investigate the effect of visual and haptic delays on the perception of stiffness. The experiment has been performed in an optimized visuo-haptic augmented reality setup, which allows to artificially manipulate delays during visual and haptic rendering. In line with previous results, delays for haptic feedback resulted in decreased perceived stiffness. In contrast, visual delays caused an increase in perceived stiffness. However, the simultaneous occurrence of delays in both sensory channels led to a partial compensation of these effects. This could potentially help to correct stiffness perception of virtual objects in visuo-haptic augmented reality systems.
Benjamin Knoerlein, Massimiliano Di Luca, Matthias Harders
ISMAR3
2009 Calibration, Registration, and Synchronization for High Precision Augmented Reality Haptics
abstract
In our current research we examine the application of visuo-haptic augmented reality setups in medical training. To this end, highly accurate calibration, system stability, and low latency are indispensable prerequisites. These are necessary to maintain user immersion and avoid breaks in presence which potentially diminish the training outcome. In this paper we describe the developed calibration methods for visuo-haptic integration, the hybrid tracking technique for stable alignment of the augmentation, and the distributed framework ensuring low latency and component synchronization. Finally, we outline an early prototype system based on the multimodal augmented reality framework. The latter allows colocated visuo-haptic interaction with real and virtual scene components in a simplified open surgery setting.
Matthias Harders, Gérald Bianchi, Benjamin Knoerlein, Gábor Székely
IEEE Trans. Vis. Comput. Graph.1
2008 Modeling intravasation of liquid distension media in surgical simulators
Stefan Tuchschmid, Michael Bajka, Dominik Szczerba, Bryn A. Lloyd, Gábor Székely, Matthias Harders
Medical Image Anal.6
2007 Using Statistical Shape Analysis for the Determination of Uterine Deformation States During Hydrometra
Matthias Harders, Gábor Székely
MICCAI (2)1
2007 Modelling Intravasation of Liquid Distension Media in Surgical Simulators
Stefan Tuchschmid, Michael Bajka, Dominik Szczerba, Bryn A. Lloyd, Gábor Székely, Matthias Harders
MICCAI (1)6
2007 Tutorial 3: Integration of Haptics in Virtual Environments - A Perception-Based Approach
Anatole Lécuyer, Matthias Harders, Günter Niemeyer, Lynette A. Jones, Miguel A. Otaduy, Dinesh K. Pai
VR2
2007 Identification of Spring Parameters for Deformable Object Simulation
abstract
Mass spring models are frequently used to simulate deformable objects because of their conceptual simplicity and computational speed. Unfortunately, the model parameters are not related to elastic material constitutive laws in an obvious way. Several methods to set optimal parameters have been proposed, but so far only with limited success. We analyze the parameter identification problem and show the difficulties, which have prevented previous work from reaching wide usage. Our main contribution is a new method to derive analytical expressions for the spring parameters from an isotropic linear elastic reference model. The method is described and expressions for several mesh topologies are derived. These include triangle, rectangle and tetrahedron meshes. The formulae are validated by comparing the static deformation of the MSM with reference deformations simulated with the finite element method.
Bryn A. Lloyd, Gábor Székely, Matthias Harders
IEEE Trans. Vis. Comput. Graph.3
2006 High-fidelity visuo-haptic interaction with virtual objects in multi-modal AR systems
abstract
The driving force of our research is the precise combination of real and - possibly indistinguishable - virtual objects in an interactive augmented reality environment. This requires real-time, multimodal simulation, as well as stable and accurate overlay of the computer-generated objects. This paper describes several methods to improve accuracy and stability of our hybrid augmented reality system. In a comparison of two approaches to hybrid head pose refinement, we show that Quasi-Newton method enables high performance optimization for image space error minimization. Moreover, a 3D landmark refinement step is proposed, which significantly improves quality and robustness of the overlay process. The enhanced system is demonstrated in an interactive AR environment, which provides accurate haptic feedback from real and virtual deformable objects. Finally, the effect of landmark occlusion on tracking stability during user interaction is also analyzed.
Gérald Bianchi, Christoph Jung, Benjamin Knoerlein, Gábor Székely, Matthias Harders
ISMAR5
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
VR2
2005 Camera-Marker Alignment Framework and Comparison with Hand-Eye Calibration for Augmented Reality Applications
abstract
An integral part of every augmented reality system is the calibration between camera and camera-mounted tracking markers. Accuracy and robustness of the AR overlay process is greatly influenced by the quality of this step. In order to meet the very high precision requirements of medical skill training applications, we have set up a calibration environment based on direct sensing of LED markers. A simulation framework has been developed to predict and study the achievable accuracy of the backprojection needed for the scene augmentation process. We demonstrate that the simulation is in good agreement with experimental results. Even if a slight improvement of the precision has been observed compared to well-known hand-eye calibration methods, the subpixel accuracy required by our application cannot be achieved even when using commercial tracking systems providing marker positions within very low error limits.
Gérald Bianchi, Christian Wengert, Matthias Harders, Philippe C. Cattin, Gábor Székely
ISMAR3
2005 A Hybrid Cutting Approach for Hysteroscopy Simulation
Matthias Harders, Denis Steinemann, Markus Gross 0001, Gábor Székely
MICCAI (2)1
2005 Hydrometra Simulation for VR-Based Hysteroscopy Training
Raimundo Sierra, János Zátonyi, Michael Bajka, Gábor Székely, Matthias Harders
MICCAI (2)5
2005 EuroHaptics special issue editorial
abstract
No abstract available.
Matthias Harders, Marc O. Ernst
ACM Trans. Appl. Percept.1
2004 Simultaneous Topology and Stiffness Identification for Mass-Spring Models Based on FEM Reference Deformations
Gérald Bianchi, Barbara Solenthaler, Gábor Székely, Matthias Harders
MICCAI (2)4
2003 Mesh Topology Identification for Mass-Spring Models
Gérald Bianchi, Matthias Harders, Gábor Székely
MICCAI (1)2
2003 Enhancing human-computer interaction in medical segmentation
abstract
Medical image acquisition devices are becoming increasingly multidimensional, and predictions assume 5000 images per patient study within the next decade. Therefore, new paradigms for computerized medical image analysis and visualization are of fundamental importance to make possibly full use of the information buried in the enormous flood of image data. The aim of the presented project is the optimal cooperation between computer-based image analysis algorithms and human operators using new closed-loop segmentation systems for improved information flow. This paper describes an enhanced, visuo-haptic interaction tool we have developed for medical segmentation. Evaluation studies with the system, which confirm the value of adding haptic feedback, are also presented.
Matthias Harders, Gábor Székely
Proc. IEEE1
2002 Improving Virtual Endoscopy for the Intestinal Tract
Matthias Harders, Simon Wildermuth, Dominik Weishaupt, Gábor Székely
MICCAI (2)1
2002 Improving Medical Segmentation with Haptic Interaction
abstract
We present a new virtual reality-based interaction metaphor for semi-automatic segmentation of medical 3D volume data. The mouse-based, manual initialization of deformable surfaces in 3D represents a major bottleneck in interactive segmentation. In our multi-modal system we enhance this process with additional sensory feedback. A 3D haptic device is used to extract the centerline of a tubular structure. Based on the obtained path a cylinder with varying diameter is generated which in turn is used as the initial guess for a deformable surface.
Matthias Harders, Gábor Székely
VR1
2002 New paradigms for interactive 3D volume segmentation
abstract
Abstract We present a new virtual reality‐based interaction metaphor for semi‐automatic segmentation of medical 3D volume data. The mouse‐based, manual initialization of deformable surfaces in 3D represents a major bottleneck in interactive segmentation. In our multi‐modal system we enhance this process with additional sensory feedback. A 3D haptic device is used to extract the centreline of a tubular structure. Based on the obtained path a cylinder with varying diameter is generated, which in turn is used as the initial guess for a deformable surface. Copyright © 2002 John Wiley & Sons, Ltd.
Matthias Harders, Simon Wildermuth, Gábor Székely
Comput. Animat. Virtual Worlds1
2001 A Multi-modal Approach to Segmentation of Tubular Structures
Matthias Harders, Gábor Székely
MICCAI1
2001 A New Approach to Cutting into Finite Element Models
D. Serby, Matthias Harders, Gábor Székely
MICCAI2