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Frédéric Dubois

dblp:30/1191 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2006
0000-0003-1977-8042ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper
Virtual and augmented reality · 50% Computer animation and physical simulation · 50%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
deformable body simulation
0.112006
Realistic Haptic Rendering of Interacting Deformable Objects in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2006
Virtual and augmented reality › haptics
haptic rendering
0.112006
Realistic Haptic Rendering of Interacting Deformable Objects in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2006

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

signorini's contact law · 0.1gauss-seidel solver · 0.1delassus operator · 0.1coulomb's friction law · 0.1corotational formulation · 0.1co-rotational formulation · 0.1
YearPublicationVenuePosition
2006 Realistic Haptic Rendering of Interacting Deformable Objects in Virtual Environments
abstract
A new computer haptics algorithm to be used in general interactive manipulations of deformable virtual objects is presented. In multimodal interactive simulations, haptic feedback computation often comes from contact forces. Subsequently, the fidelity of haptic rendering depends significantly on contact space modeling. Contact and friction laws between deformable models are often simplified in up to date methods. They do not allow a "realistic" rendering of the subtleties of contact space physical phenomena (such as slip and stick effects due to friction or mechanical coupling between contacts). In this paper, we use Signorini's contact law and Coulomb's friction law as a computer haptics basis. Real-time performance is made possible thanks to a linearization of the behavior in the contact space, formulated as the so-called Delassus operator, and iteratively solved by a Gauss-Seidel type algorithm. Dynamic deformation uses corotational global formulation to obtain the Delassus operator in which the mass and stiffness ratio are dissociated from the simulation time step. This last point is crucial to keep stable haptic feedback. This global approach has been packaged, implemented, and tested. Stable and realistic 6D haptic feedback is demonstrated through a clipping task experiment.
Christian Duriez, Frédéric Dubois, Abderrahmane Kheddar, Claude Andriot
IEEE Trans. Vis. Comput. Graph.2