1,018 research outputs found
Convex Hull Representations Of Models For Computing Collisions Between Multiple Bodies
In this paper, we consider a collision detection problem that frequently arises in the field of robotics. Given a set of bodies with their initial positions and trajectories, we wish to identify the first collision that occurs between any two bodies. or to determine that none exists. For the case of bodies having linear trajectories, we construct a convex hull representation of the integer programming model of S.Z. Selim and H.A. Almohamad [European Journal of Operational Research 119 (1) (1999) 121-129], and compare the relative effectiveness in solving this problem via the resultant linear program. We also extend this analysis to model a situation in which bodies move along piecewise linear trajectories, possibly rotating at the end of each linear segment. For this case, we again compare an integer programming approach with its linear programming convex hull representation, and exhibit the effectiveness of solving a sequence of mathematical programs for each time segment over a global programming scheme which considers all segments at once. We provide computational results to illustrate the effect of various numbers of bodies present in the collision scenarios, as well as the times at which the first collision occurs
Convex Hull Representations Of Models For Computing Collisions Between Multiple Bodies
In this paper, we consider a collision detection problem that frequently arises in the field of robotics. Given a set of bodies with their initial positions and trajectories, we wish to identify the first collision that occurs between any two bodies. or to determine that none exists. For the case of bodies having linear trajectories, we construct a convex hull representation of the integer programming model of S.Z. Selim and H.A. Almohamad [European Journal of Operational Research 119 (1) (1999) 121-129], and compare the relative effectiveness in solving this problem via the resultant linear program. We also extend this analysis to model a situation in which bodies move along piecewise linear trajectories, possibly rotating at the end of each linear segment. For this case, we again compare an integer programming approach with its linear programming convex hull representation, and exhibit the effectiveness of solving a sequence of mathematical programs for each time segment over a global programming scheme which considers all segments at once. We provide computational results to illustrate the effect of various numbers of bodies present in the collision scenarios, as well as the times at which the first collision occurs
Shape Animation with Combined Captured and Simulated Dynamics
We present a novel volumetric animation generation framework to create new
types of animations from raw 3D surface or point cloud sequence of captured
real performances. The framework considers as input time incoherent 3D
observations of a moving shape, and is thus particularly suitable for the
output of performance capture platforms. In our system, a suitable virtual
representation of the actor is built from real captures that allows seamless
combination and simulation with virtual external forces and objects, in which
the original captured actor can be reshaped, disassembled or reassembled from
user-specified virtual physics. Instead of using the dominant surface-based
geometric representation of the capture, which is less suitable for volumetric
effects, our pipeline exploits Centroidal Voronoi tessellation decompositions
as unified volumetric representation of the real captured actor, which we show
can be used seamlessly as a building block for all processing stages, from
capture and tracking to virtual physic simulation. The representation makes no
human specific assumption and can be used to capture and re-simulate the actor
with props or other moving scenery elements. We demonstrate the potential of
this pipeline for virtual reanimation of a real captured event with various
unprecedented volumetric visual effects, such as volumetric distortion,
erosion, morphing, gravity pull, or collisions
N-body gravitational and contact dynamics for asteroid aggregation
The development of dedicated numerical codes has recently pushed forward the study of N-body gravitational dynamics, leading to a better and wider understanding of processes involving the formation of natural bodies in the Solar System. A major branch includes the study of asteroid formation: evidence from recent studies and observations support the idea that small and medium size asteroids between 100 m and 100 km may be gravitational aggregates with no cohesive force other than gravity. This evidence implies that asteroid formation depends on gravitational interactions between different boulders and that asteroid aggregation processes can be naturally modeled with N-body numerical codes implementing gravitational interactions. This work presents a new implementation of an N-body numerical solver. The code is based on Chrono::Engine (2006). It handles the contact and collision of large numbers of complex-shaped objects, while simultaneously evaluating the effect of N to N gravitational interactions. A special case of study is considered, investigating the relative dynamics between the N bodies and highlighting favorable conditions for the formation of a stable gravitationally bound aggregate from a cloud of N boulders. The code is successfully validated for the case of study by comparing relevant results obtained for typical known dynamical scenarios. The outcome of the numerical simulations shows good agreement with theory and observation, and suggests the ability of the developed code to predict natural aggregation phenomena
Revisión de literatura de jerarquía volúmenes acotantes enfocados en detección de colisiones
(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
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A configuration space toolkit for automated spatial reasoning: Technical results and LDRD project final report
A robot`s configuration space (c-space) is the space of its kinematic degrees of freedom, e.g., the joint-space of an arm. Sets in c-space can be defined that characterize a variety of spatial relationships, such as contact between the robot and its environment. C-space techniques have been fundamental to research progress in areas such as motion planning and physically-based reasoning. However, practical progress has been slowed by the difficulty of implementing the c-space abstraction inside each application. For this reason, we proposed a Configuration Space Toolkit of high-performance algorithms and data structures meeting these needs. Our intent was to develop this robotics software to provide enabling technology to emerging applications that apply the c-space abstraction, such as advanced motion planning, teleoperation supervision, mechanism functional analysis, and design tools. This final report presents the research results and technical achievements of this LDRD project. Key results and achievements included (1) a hybrid Common LISP/C prototype that implements the basic C-Space abstraction, (2) a new, generic, algorithm for constructing hierarchical geometric representations, and (3) a C++ implementation of an algorithm for fast distance computation, interference detection, and c-space point-classification. Since the project conclusion, motion planning researchers in Sandia`s Intelligent Systems and Robotics Center have been using the CSTk libcstk.so C++ library. The code continues to be used, supported, and improved by projects in the ISRC
Efficient contact determination between geometric models
http://archive.org/details/efficientcontact00linmN
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