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Jonas Spillmann

dblp:63/5748 · DBLP profile ↗
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9ranked-venue papers
6as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 6 first-author

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
5 papers
Computer animation and physical simulation · 60% Virtual and augmented reality · 25% Geometric modeling and processing · 16%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%

Topics — the 13 heaviest of 14, 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
Cosserat Nets · IEEE Trans. Vis. Comput. Graph. 2009
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
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
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
Computer animation and physical simulation › deformable body simulation
elastic rod simulation
0.112009
Cosserat Nets · IEEE Trans. Vis. Comput. Graph. 2009
Computer animation and physical simulation
physically-based modeling
0.112009
Cosserat Nets · IEEE Trans. Vis. Comput. Graph. 2009
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

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

non-negative least squares · 0.4influence map · 0.4frequency-space compression · 0.4adaptive space warping · 0.2spatially reduced representation · 0.1modal analysis · 0.1manifold projection · 0.1distance field rasterization · 0.1corotational linear finite element method · 0.1dynamic simulation · 0.1
YearPublicationVenuePosition
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.2
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.1
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.2
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.1
2011 Robust interactive cutting based on an adaptive octree simulation mesh
Martin Seiler, Denis Steinemann, Jonas Spillmann, Matthias Harders
Vis. Comput.3
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 Worlds1
2009 Cosserat Nets
abstract
Cosserat nets are networks of elastic rods that are linked by elastic joints. They allow to represent a large variety of objects such as elastic rings, coarse nets, or truss structures. In this paper, we propose a novel approach to model and dynamically simulate such Cosserat nets. We first derive the static equilibrium of the elastic rod model that supports both bending and twisting deformation modes. We further propose a dynamic model that allows for the efficient simulation of elastic rods. We then focus on the simulation of the Cosserat nets by extending the elastic rod deformation model to branched and looped topologies. To round out the discussion, we evaluate our deformation model. By comparing our deformation model to a reference model, we illustrate both the physical plausibility and the conceptual advantages of the proposed approach.
Jonas Spillmann, Matthias Teschner
IEEE Trans. Vis. Comput. Graph.1
2008 An Adaptive Contact Model for the Robust Simulation of Knots
abstract
Abstract In this paper, we present an adaptive model for dynamically deforming hyper‐elastic rods. In contrast to existing approaches, adaptively introduced control points are not governed by geometric subdivision rules. Instead, their states are determined by employing a non‐linear energy‐minimization approach. Since valid control points are computed instantaneously, post‐stabilization schemes are avoided and the stability of the dynamic simulation is improved. Due to inherently complex contact configurations, the simulation of knot tying using rods is a challenging task. In order to address this problem, we combine our adaptive model with a robust and accurate collision handling method for elastic rods. By employing our scheme, complex knot configurations can be simulated in a physically plausible way.
Jonas Spillmann, Matthias Teschner
Comput. Graph. Forum1
2007 Efficient updates of bounding sphere hierarchies for geometrically deformable models
Jonas Spillmann, Markus Becker 0003, Matthias Teschner
J. Vis. Commun. Image Represent.1