695 research outputs found

    Efficient contact determination between geometric models

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    http://archive.org/details/efficientcontact00linmN

    Distance Computation using Axis Aligned Bounding Box (AABB) Parallel Distribution of Dynamic Origin Point

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    Performing accurate and precise collision detection method be-tween objects in virtual environment application such as computer games and medical simulation is important in computer graphics research and development. Given pair of objects that near colliding, numerous mechanic has been developed by researchers in order to minimize computation time and increase accuracy of the detection. However, most of these techniques required a lot of computational cost, extra processing power and complex algebraic equations just to solve distance between near colliding objects. In this paper, we described an alternate technique, which is a theoretical framework of novel technique in order to find the optimum closest distance between two or more convex polyhedral in virtual environment application. Given pair of near colliding objects, we proposed an easy to implement mechanism using dynamic origin point by creating inner and middle Axis Aligned Bounding-Box just to find closest distance between objects. We believed that the technique is suitable to be used in any game engine tools for computer games and medical simulation

    Revisión de literatura de jerarquía volúmenes acotantes enfocados en detección de colisiones

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    (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 geometría 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 mínimas, entre otras. Una jerarquía 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 jerarquía. 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 librerías públicas para detección de colisiones

    Efficient continuous collision detection for bounding boxes under rational motion

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    This paper presents a simple yet precise and efficient algorithm for collision prediction of two oriented bounding boxes under univariate (piecewise) rational motion. We present an analytic solution to the problem of finding the time of collision and the feature involved, or declaring that no collision should occur. Our solution can be applied to boxes of any size, under arbitrary rational rigid motion. The algorithm is based on the efficient examination of the Minkowski sum (MS) of the two boxes, using a spherical Gauss map dual representation, and a precise extraction of the collision time, if any, as a solution to a set of rational equations that are automatically derived. © 2006 IEEE.published_or_final_versio

    Planning motion in contact to achieve parts mating.

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    Distance Approximation using Pivot Point in Narrow Phase Collision Detection

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    Discrete and Continuous Collision Detection is two common fields in Collision Detection research area where it helps to determine time and point of contact when two object intersect. Each technique increase speed and accuracy of the simulation itself but depending on application, we need to have specific solution of collision detection technique. Most computer games and simulation maintain speed as the main important elements while others such as medical and mechanical simulation needs to have a very high precision collision detection technique. Thus, an algorithm for the optimal distance computation algorithm for continuous collision detection is shown in this paper. The basic idea is to use an AABB for both object triangles and creating a moveable origin point called Dynamic Origin Point (DyOP). DyOP created by using minimum and maximum point of both AABBs where it dynamically changes whenever the object move. This is a novel algorithm that works better than the previously known Gilbert Keerthi-Johnson algorithm and Lin-Canny algorithm where it helps to reduce the complicated test and implementation. We have shown that our technique is performed faster than the previous algorithms by increasing speed and nearly approximate the good distance between two nearly intersected triangles

    Generation of Configuration Space Obstacles I: The Case of A Moving Sphere

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