2,041 research outputs found
Separation-Sensitive Collision Detection for Convex Objects
We develop a class of new kinetic data structures for collision detection
between moving convex polytopes; the performance of these structures is
sensitive to the separation of the polytopes during their motion. For two
convex polygons in the plane, let be the maximum diameter of the polygons,
and let be the minimum distance between them during their motion. Our
separation certificate changes times when the relative motion of
the two polygons is a translation along a straight line or convex curve,
for translation along an algebraic trajectory, and for
algebraic rigid motion (translation and rotation). Each certificate update is
performed in time. Variants of these data structures are also
shown that exhibit \emph{hysteresis}---after a separation certificate fails,
the new certificate cannot fail again until the objects have moved by some
constant fraction of their current separation. We can then bound the number of
events by the combinatorial size of a certain cover of the motion path by
balls.Comment: 10 pages, 8 figures; to appear in Proc. 10th Annual ACM-SIAM
Symposium on Discrete Algorithms, 1999; see also
http://www.uiuc.edu/ph/www/jeffe/pubs/kollide.html ; v2 replaces submission
with camera-ready versio
A collision avoidance system for a spaceplane manipulator arm
Part of the activity in the area of collision avoidance related to the Hermes spaceplane is reported. A collision avoidance software system which was defined, developed and implemented in this project is presented. It computes the intersection between the solids representing the arm, the payload, and the objects. It is feasible with respect to the resources available on board, considering its performance
QuickCSG: Fast Arbitrary Boolean Combinations of N Solids
QuickCSG computes the result for general N-polyhedron boolean expressions
without an intermediate tree of solids. We propose a vertex-centric view of the
problem, which simplifies the identification of final geometric contributions,
and facilitates its spatial decomposition. The problem is then cast in a single
KD-tree exploration, geared toward the result by early pruning of any region of
space not contributing to the final surface. We assume strong regularity
properties on the input meshes and that they are in general position. This
simplifying assumption, in combination with our vertex-centric approach,
improves the speed of the approach. Complemented with a task-stealing
parallelization, the algorithm achieves breakthrough performance, one to two
orders of magnitude speedups with respect to state-of-the-art CPU algorithms,
on boolean operations over two to dozens of polyhedra. The algorithm also
outperforms GPU implementations with approximate discretizations, while
producing an output without redundant facets. Despite the restrictive
assumptions on the input, we show the usefulness of QuickCSG for applications
with large CSG problems and strong temporal constraints, e.g. modeling for 3D
printers, reconstruction from visual hulls and collision detection
MKtree: generation and simulations
The problem to represent very complex systems has been studied by
several authors, obtaining solutions based on different data
structures. In this paper, a K dimensional tree
(Multirresolution Kdtree, MKtree) is introduced. The MKtree represents
a hierarchical subdivision of the scene objects that guarantees a
minimum space overlap between node regions. MKtrees are useful for
collision detection and for time-critical rendering in very large
environments requiring external memory storage. Examples in ship
design applications are described.Postprint (published version
2D multi-objective placement algorithm for free-form components
This article presents a generic method to solve 2D multi-objective placement
problem for free-form components. The proposed method is a relaxed placement
technique combined with an hybrid algorithm based on a genetic algorithm and a
separation algorithm. The genetic algorithm is used as a global optimizer and
is in charge of efficiently exploring the search space. The separation
algorithm is used to legalize solutions proposed by the global optimizer, so
that placement constraints are satisfied. A test case illustrates the
application of the proposed method. Extensions for solving the 3D problem are
given at the end of the article.Comment: ASME 2009 International Design Engineering Technical Conferences &
Computers and Information in Engineering Conference, San Diego : United
States (2009
QuickCSG: Fast Arbitrary Boolean Combinations of N Solids
QuickCSG computes the result for general N-polyhedron boolean expressions
without an intermediate tree of solids. We propose a vertex-centric view of the
problem, which simplifies the identification of final geometric contributions,
and facilitates its spatial decomposition. The problem is then cast in a single
KD-tree exploration, geared toward the result by early pruning of any region of
space not contributing to the final surface. We assume strong regularity
properties on the input meshes and that they are in general position. This
simplifying assumption, in combination with our vertex-centric approach,
improves the speed of the approach. Complemented with a task-stealing
parallelization, the algorithm achieves breakthrough performance, one to two
orders of magnitude speedups with respect to state-of-the-art CPU algorithms,
on boolean operations over two to dozens of polyhedra. The algorithm also
outperforms GPU implementations with approximate discretizations, while
producing an output without redundant facets. Despite the restrictive
assumptions on the input, we show the usefulness of QuickCSG for applications
with large CSG problems and strong temporal constraints, e.g. modeling for 3D
printers, reconstruction from visual hulls and collision detection
Distance Computation between Convex Objects using Axis-Aligned Bounding-Box in Virtual Environment Application
Performing collision detection between convex objects in virtual environment simulation is one of vital problems in computer visualization research area. Given a set of two or more colliding objects, in order to determine the exact point of contact between object we need to undergo various high computation algorithm. In this paper, we describes our current work of determining the precise contact by measuring the distance between near colliding objects in order to maintain the accuracy and improve the speed of collision detection algorithm. Common method determine the distance by checking for vertices and edges point between objects in brute force condition. Compared to our method, by given set of objects in virtual environment world, we find the closest point between near colliding objects and bound the potential colliding area with an Axis-Aligned Bounding-Box. Then, we approximate the distance by measuring the distance of the box itself and hence recognize potential colliding area faster than the common method. Our method proven to most effective and efficient for narrow phase collision detection by removing unnecessary testing and reduced computational cost
Efficient contact determination between geometric models
http://archive.org/details/efficientcontact00linmN
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