1,085 research outputs found
Improved Collision Detection and Response Techniques for Cloth Animation
In the animation of deformable objects, collision detection and
response are crucial for the performance. Contrary to volumetric
bodies, the accuracy requirements for the collision treatment
of textiles are particularly strict because any overlapping is
visible. Therefore, we apply methods specifically designed for
deformable surfaces that speed up the collision detection.
In this paper the efficiency of bounding volume hierarchies is improved
by adapted techniques for building and traversing these hierarchies.
An extended set of heuristics is
described that allows to prune the hierarchy. Oriented inflation
of bounding volumes enables us to detect proximities with a minimum
of extra cost. Eventually, the distance of the mesh faces is computed
accurately, and constraints respond to the collisions
Revisión de literatura de jerarquÃa volúmenes acotantes enfocados en detección de colisiones
(Eng) A bounding volume is a common method to simplify object representation by using the composition of geometrical shapes that enclose the object; it encapsulates complex objects by means of simple volumes and it is widely useful in collision detection applications and ray tracing for rendering algorithms. They are popular in computer graphics and computational geometry. Most popular bounding volumes are spheres, Oriented-Bounding Boxe s (OBB’ s), Axis-Align ed Bound ing Boxes (AABB’ s); moreover , the literature review includes ellipsoids, cylinders, sphere packing, sphere shells , k-DOP’ s, convex hulls, cloud of points, and minimal bounding boxe s, among others. A Bounding Volume Hierarchy is ussualy a tree in which the complete object is represented thigter fitting every level of the hierarchy. Additionally, each bounding volume has a cost associated to construction, update, and interference te ts. For instance, spheres are invariant to rotation and translations, then they do not require being updated ; their constructions and interference tests are more straightforward then OBB’ s; however, their tightness is lower than other bounding volumes. Finally , three comparisons between two polyhedra; seven different algorithms were used, of which five are public libraries for collision detection.(Spa) Un volumen acotante es un método común para simplificar la representación de los objetos por medio de composición
de formas geométricas que encierran el objeto; estos encapsulan objetos complejos por medio de volúmenes simples y
son ampliamente usados en aplicaciones de detección de colisiones y trazador de rayos para algoritmos de renderización.
Los volúmenes acotantes son populares en computación gráfica y en geometrÃa computacional; los más populares son las
esferas, las cajas acotantes orientadas (OBB’s) y las cajas acotantes alineadas a los ejes (AABB’s); no obstante, la literatura
incluye elipses, cilindros empaquetamiento de esferas, conchas de esferas, k-DOP’s, convex hulls, nubes de puntos y cajas
acotantes mÃnimas, entre otras. Una jerarquÃa de volúmenes acotantes es usualmente un árbol, en el cual la representación
de los objetos es más ajustada en cada uno de los niveles de la jerarquÃa. Adicionalmente, cada volumen acotante tiene
asociado costos de construcción, actualización, pruebas de interferencia. Por ejemplo, las esferas so invariantes a rotación
y translación, por lo tanto no requieren ser actualizadas en comparación con los AABB no son invariantes a la rotación.
Por otro lado la construcción y las pruebas de solapamiento de las esferas son más simples que los OBB’s; sin embargo, el
ajuste de las esferas es menor que otros volúmenes acotantes. Finalmente, se comparan dos poliedros con siete algoritmos
diferentes de los cuales cinco son librerÃas públicas para detección de colisiones
The Double Hierarchy Method: a parallel 3D contact method for the interaction of spherical particles with rigid FE boundaries using the DEM
The final publication is available at Springer via http://dx.doi.org/10.1007/s40571-016-0109-4In this work, we present a new methodology for the treatment of the contact interaction between rigid boundaries and spherical discrete elements (DE). Rigid body parts are present in most of large-scale simulations. The surfaces of the rigid parts are commonly meshed with a finite element-like (FE) discretization. The contact detection and calculation between those DE and the discretized boundaries is not straightforward and has been addressed by different approaches. The algorithm presented in this paper considers the contact of the DEs with the geometric primitives of a FE mesh, i.e. facet, edge or vertex. To do so, the original hierarchical method presented by Horner et al. (J Eng Mech 127(10):1027–1032, 2001) is extended with a new insight leading to a robust, fast and accurate 3D contact algorithm which is fully parallelizable. The implementation of the method has been developed in order to deal ideally with triangles and quadrilaterals. If the boundaries are discretized with another type of geometries, the method can be easily extended to higher order planar convex polyhedra. A detailed description of the procedure followed to treat a wide range of cases is presented. The description of the developed algorithm and its validation is verified with several practical examples. The parallelization capabilities and the obtained performance are presented with the study of an industrial application example.Peer ReviewedPostprint (author's final draft
Algoritmos generales para simuladores de cirugÃa laparoscópica
Recent advances in fields such as modeling of deformable objects, haptic technologies, immersive technologies,
computation capacity and virtual environments have created the conditions to offer novel and suitable training tools and learning methods
in the medical area. One of these training tools is the virtual surgical simulator, which has no limitations of time or risk, unlike conventional
methods of training. Moreover, these simulators allow for the quantitative evaluation of the surgeon performance, giving the possibility to
create performance standards in order to define if the surgeon is well prepared to execute a determined surgical procedure on a real patient.
This paper describes the development of a virtual simulator for laparoscopic surgery. The simulator allows the multimodal
interaction between the surgeon and the surgical virtual environment using visual and haptic feedback devices. To make the
experience of the surgeon closer to the real surgical environment a specific user interface was developed. Additionally in this paper
we describe some implementations carried out to face typical challenges presented in surgical simulators related to the tradeoff
between real-time performance and high realism; for instance, the deformation of soft tissues are simulated using a GPU (Graphics
Processor Unit) -based implementation of the mass-spring model. In this case, we explain the algorithms developed taking into
account the particular case of a cholecystectomy procedure in laparoscopic surgery.Recientes avances en áreas tales como modelación computacional de objetos deformables, tecnologÃas hápticas, tecnologÃas
inmersivas, capacidad de procesamiento y ambiente virtuales han proporcionado las bases para el desarrollo de herramientas y métodos de
aprendizaje confiables en el entrenamiento médico. Una de estas herramientas de entrenamiento son los simuladores quirúrgicos virtuales,
los cuales no tienen limitaciones de tiempo o riesgos a diferencia de los métodos convencionales de entrenamiento. Además, dichos
simuladores permiten una evaluación cuantitativa del desempeño del cirujano, dando la posibilidad de crear estándares de desempeño con
el fin de definir en qué momento un cirujano está preparado para realizar un determinado procedimiento quirúrgico sobre un paciente.
Este artÃculo describe el desarrollo de un simulador virtual para cirugÃa laparoscópica. Este simulador permite la interacción
multimodal entre el cirujano y el ambiente virtual quirúrgico usando dispositivos de retroalimentación visual y háptica. Para hacer
la experiencia del cirujano más cercana a la de una ambiente quirúrgico real se desarrolló una interfaz cirujano-simulador especial.
Adicionalmente en este artÃculo se describen algunas implementaciones que solucionan los problemas tÃpicos cuando se desarrolla un
simulador quirúrgico, principalmente relacionados con lograr un desempeño en tiempo real mientras se sacrifica el nivel de realismo
de la simulación: por ejemplo, la deformación de los tejidos blandos simulados usando una implementación del modelo masa-resorte
en la unidad de procesamiento gráfico. En este caso se describen los algoritmos desarrollados tomando en cuenta la simulación de un
procedimiento laparoscópico llamado colecistectomÃa
New Geometric Data Structures for Collision Detection
We present new geometric data structures for collision detection and more, including: Inner Sphere Trees - the first data structure to compute the peneration volume efficiently. Protosphere - an new algorithm to compute space filling sphere packings for arbitrary objects. Kinetic AABBs - a bounding volume hierarchy that is optimal in the number of updates when the objects deform. Kinetic Separation-List - an algorithm that is able to perform continuous collision detection for complex deformable objects in real-time. Moreover, we present applications of these new approaches to hand animation, real-time collision avoidance in dynamic environments for robots and haptic rendering, including a user study that exploits the influence of the degrees of freedom in complex haptic interactions. Last but not least, we present a new benchmarking suite for both, peformance and quality benchmarks, and a theoretic analysis of the running-time of bounding volume-based collision detection algorithms
Virtual reality training and assessment in laparoscopic rectum surgery
Background: Virtual-reality (VR) based simulation techniques offer an efficient and low cost alternative to conventional surgery training. This article describes a VR training and assessment system in laparoscopic rectum surgery. Methods: To give a realistic visual performance of interaction between membrane tissue and surgery tools, a generalized cylinder based collision detection and a multi-layer mass-spring model are presented. A dynamic assessment model is also designed for hierarchy training evaluation. Results: With this simulator, trainees can operate on the virtual rectum with both visual and haptic sensation feedback simultaneously. The system also offers surgeons instructions in real time when improper manipulation happens. The simulator has been tested and evaluated by ten subjects. Conclusions: This prototype system has been verified by colorectal surgeons through a pilot study. They believe the visual performance and the tactile feedback are realistic. It exhibits the potential to effectively improve the surgical skills of trainee surgeons and significantly shorten their learning curve. © 2014 John Wiley & Sons, Ltd
Real-time simulation and visualisation of cloth using edge-based adaptive meshes
Real-time rendering and the animation of realistic virtual environments and characters
has progressed at a great pace, following advances in computer graphics hardware
in the last decade. The role of cloth simulation is becoming ever more important in
the quest to improve the realism of virtual environments.
The real-time simulation of cloth and clothing is important for many applications
such as virtual reality, crowd simulation, games and software for online clothes shopping.
A large number of polygons are necessary to depict the highly
exible nature of
cloth with wrinkling and frequent changes in its curvature. In combination with the
physical calculations which model the deformations, the effort required to simulate
cloth in detail is very computationally expensive resulting in much diffculty for its
realistic simulation at interactive frame rates. Real-time cloth simulations can lack
quality and realism compared to their offline counterparts, since coarse meshes must
often be employed for performance reasons.
The focus of this thesis is to develop techniques to allow the real-time simulation of
realistic cloth and clothing. Adaptive meshes have previously been developed to act as
a bridge between low and high polygon meshes, aiming to adaptively exploit variations
in the shape of the cloth. The mesh complexity is dynamically increased or refined to
balance quality against computational cost during a simulation. A limitation of many
approaches is they do not often consider the decimation or coarsening of previously
refined areas, or otherwise are not fast enough for real-time applications.
A novel edge-based adaptive mesh is developed for the fast incremental refinement
and coarsening of a triangular mesh. A mass-spring network is integrated into
the mesh permitting the real-time adaptive simulation of cloth, and techniques are
developed for the simulation of clothing on an animated character
Bounding Volume Hierarchies for Collision Detection
In virtual environment world, performing collision detection between various 3D objects requires sophisticated steps to be followed in order to properly visualize their effect. It is challenging due to the fact that multiple objects undergo various motion depending on the application’s genre. It is however an essential challenge to be resolved since it’s many use in the computer animation, simulation and robotic industry. Thus, object intersection between rigid bodies has become one of the most important areas in order to bring realism to simulation and animation
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