1,096 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
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
The Construction of Balanced Bounding-Volume Hierarchies using Spatial Object Median Splitting Method for Collision Detection
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
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
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
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
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