169 research outputs found

    Fast Penetration Depth Estimation for Elastic Bodies

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    We present a fast penetration depth estimation algorithm between deformable polyhedral objects. We assume the continuum of non-rigid models are discretized using standard techniques, such as finite element or finite difference methods. As the objects deform, the pre-computed distance fields are deformed accordingly to estimate penetration depth, allowing enforcement of non-penetration constraints between two colliding elastic bodies. This approach can automatically handle self-penetration and inter-penetration in a uniform manner. We demonstrate its effectiveness on moderately complex simulation scenes

    Approximate convex decomposition and its applications

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    Geometric computations are essential in many real-world problems. One important issue in geometric computations is that the geometric models in these problems can be so large that computations on them have infeasible storage or computation time requirements. Decomposition is a technique commonly used to partition complex models into simpler components. Whereas decomposition into convex components results in pieces that are easy to process, such decompositions can be costly to construct and can result in representations with an unmanageable number of components. In this work, we have developed an approximate technique, called Approximate Convex Decomposition (ACD), which decomposes a given polygon or polyhedron into "approximately convex" pieces that may provide similar benefits as convex components, while the resulting decomposition is both significantly smaller (typically by orders of magnitude) and can be computed more efficently. Indeed, for many applications, an ACD can represent the important structural features of the model more accurately by providing a mechanism for ignoring less significant features, such as wrinkles and surface texture. Our study of a wide range of applications shows that in addition to providing computational efficiency, ACD also provides natural multi-resolution or hierarchical representations. In this dissertation, we provide some examples of ACD's many potential applications, such as particle simulation, mesh generation, motion planning, and skeleton extraction

    New Geometric Data Structures for Collision Detection

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    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

    Efficient computation of discrete Voronoi diagram and homotopy-preserving simplified medial axis of a 3d polyhedron

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    The Voronoi diagram is a fundamental geometric data structure and has been well studied in computational geometry and related areas. A Voronoi diagram defined using the Euclidean distance metric is also closely related to the Blum medial axis, a well known skeletal representation. Voronoi diagrams and medial axes have been shown useful for many 3D computations and operations, including proximity queries, motion planning, mesh generation, finite element analysis, and shape analysis. However, their application to complex 3D polyhedral and deformable models has been limited. This is due to the difficulty of computing exact Voronoi diagrams in an efficient and reliable manner. In this dissertation, we bridge this gap by presenting efficient algorithms to compute discrete Voronoi diagrams and simplified medial axes of 3D polyhedral models with geometric and topological guarantees. We apply these algorithms to complex 3D models and use them to perform interactive proximity queries, motion planning and skeletal computations. We present three new results. First, we describe an algorithm to compute 3D distance fields of geometric models by using a linear factorization of Euclidean distance vectors. This formulation maps directly to the linearly interpolating graphics rasterization hardware and enables us to compute distance fields of complex 3D models at interactive rates. We also use clamping and culling algorithms based on properties of Voronoi diagrams to accelerate this computation. We introduce surface distance maps, which are a compact distance vector field representation based on a mesh parameterization of triangulated two-manifolds, and use them to perform proximity computations. Our second main result is an adaptive sampling algorithm to compute an approximate Voronoi diagram that is homotopy equivalent to the exact Voronoi diagram and preserves topological features. We use this algorithm to compute a homotopy-preserving simplified medial axis of complex 3D models. Our third result is a unified approach to perform different proximity queries among multiple deformable models using second order discrete Voronoi diagrams. We introduce a new query called N-body distance query and show that different proximity queries, including collision detection, separation distance and penetration depth can be performed based on Nbody distance query. We compute the second order discrete Voronoi diagram using graphics hardware and use distance bounds to overcome the sampling errors and perform conservative computations. We have applied these queries to various deformable simulations and observed up to an order of magnitude improvement over prior algorithms

    An iterated local search algorithm based on nonlinear programming for the irregular strip packing problem

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    The irregular strip packing problem is a combinatorial optimization problem that requires to place a given set of two-dimensional polygons within a rectangular container so that no polygon overlaps with other polygons or protrudes from the container, where each polygon is not necessarily convex. The container has a fixed width, while its length can change so that all polygons are placed in it. The objective is to find a layout of the set of polygons that minimizes the length of the container. We propose an algorithm that separates overlapping polygons based on nonlinear programming, and an algorithm that swaps two polygons in a layout so as to find their new positions in the layout with the least overlap. We incorporate these algorithms as components into an iterated local search algorithm for the overlap minimization problem and then develop an algorithm for the irregular strip packing problem using the iterated local search algorithm. Computational comparisons on representative instances disclose that our algorithm is competitive with other existing algorithms. Moreover, our algorithm updates several best known results
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