1,096 research outputs found

    Improved Collision Detection and Response Techniques for Cloth Animation

    Get PDF
    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

    Algoritmos generales para simuladores de cirugía laparoscópica

    Get PDF
    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, tecnologías hápticas, tecnologías 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 artículo describe el desarrollo de un simulador virtual para cirugía 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 artículo se describen algunas implementaciones que solucionan los problemas típicos 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 colecistectomía

    New Geometric Data Structures for Collision Detection

    Get PDF
    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

    The Construction of Balanced Bounding-Volume Hierarchies using Spatial Object Median Splitting Method for Collision Detection

    Get PDF
    Finding two or more contact points between rigid bodies simulation is always a fundamental task in virtual environment. Furthermore, the contact point needs to be accurately reported as soon as possible within 30-60 frames per second (fps) between moving polyhedral. This article introduced an efficient splitting method that is able to divide the bounding-volume of Axis Aligned Bounding-Box (AABB) hierarchies into a balanced tree. The construction of well-balanced tree will helps to improve the speed of the intersection between rigid bodies’ objects

    Bounding Volume Hierarchies for Collision Detection

    Get PDF
    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

    Efficient Distance Computation Algorithm Between Nearly Intersect Objects Using Dynamic Pivot Point In Virtual Environment Application

    Get PDF
    Finding nearly accurate distance between two or more nearly intersecting three-dimensional (3D) objects is vital especially for collision determination such as in virtual surgeon simulation and real-time car crash simulation. Instead of performing broad phase collision detection, we need to check for accuracy of detection by running narrow phase collision detection. One of the important elements for narrow phase collision detection is to determine the precise distance between two or more nearly intersecting objects or polygons in order to prepare the area for potential colliding. Distance computation plays important roles in determine the exact point of contact between two or more nearly intersecting polygons where the preparation for collision detection is determined at the earlier stage. In this paper, we describes our current works of determining the distance between objects using dynamic pivot point that will be used as reference point to reduce the complexity searching for potential point of contacts. By using Axis-Aligned Bounding Box for each polygon, we calculate a dynamic pivot point that will become our reference point to determine the potential candidates for distance computation. The test our finding distance will be simplified by using our method instead of performing unneeded operations. Our method provides faster solution than the previous method where it helps to determine the point of contact efficiently and faster than the other method

    Efficient Distance Computation Algorithm between Nearly Intersected Objects Using Dynamic Pivot Point in Virtual Environment Application

    Get PDF
    Finding nearly accurate distance between two or more nearly intersecting three-dimensional (3D) objects is vital especially for collision determination such as in virtual surgeon simulation and real-time car crash simulation. Instead of performing broad phase collision detection, we need to check for accuracy of detection by running narrow phase collision detection. One of the important elements for narrow phase collision detection is to determine the precise distance between two or more nearly intersecting objects or polygons in order to prepare the area for potential colliding. Distance computation plays important roles in determine the exact point of contact between two or more nearly intersecting polygons where the preparation for collision detection is determined at the earlier stage. In this paper, we describes our current works of determining the distance between objects using dynamic pivot point that will be used as reference point to reduce the complexity searching for potential point of contacts. By using Axis-Aligned Bounding Box for each polygon, we calculate a dynamic pivot point that will become our reference point to determine the potential candidates for distance computation. The test our finding distance will be simplified by using our method instead of performing unneeded operations. Our method provides faster solution than the previous method where it helps to determine the point of contact efficiently and faster than the other method.Comment: 6 page
    • …
    corecore