219 research outputs found
Hybrid Hierarchical Collision Detection Based on Data Reuse
To improve the efficiency of collision detection between rigid bodies in complex scenes, this paper proposes a method based on hybrid bounding volume hierarchies for collision detection. In order to improve the simulation performance, the method is based on weighted oriented bounding box and makes dense sampling on the convex hulls of the geometric models. The hierarchical bounding volume tree is composed of many layers. The uppermost layer adopts a cubic bounding box, while lower layers employ weighted oriented bounding box. In the meantime, the data of weighted oriented bounding box is reused for triangle intersection check. We test the method using two scenes. The first scene contains two Buddha models with totally 361,690 triangle facets. The second scene is composed of 200 models with totally 115, 200 triangle facets. The experiments verify the effectiveness of the proposed method
Quad Axis Separation Framework for Bounding-Volume Hierarchies Construction
The construction of Bounding-Volume Hierarchies (BVH) for Virtual Environment application has been varied from
the rigid bodies application type to the deformable bodies application. Numerous technique and specific instruction has been
given from several researchers in order to make sure that the BVH can suite their application without any restriction. In this
paper, we explore the capability of BVH using a technique called Quad Axis Separation Technique (QAS) that could efficiently create full-blown hierarchical tree using approximation of separating axes theorem for Virtual Environment. A theoretical implementation is carried out with standard experimental that is also been used by researcher to test their BVH in the Virtual Environment. We also believed that QAS could provide fast and efficient hierarchical tree construction and also enhance the
speed and accuracy of the collision detection technique
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
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
Surface collision detection for virtual prototyping
This paper presents an efficient collision detection algorithm designed to support assembly and maintenance simulation of complex assemblies. This approach exploits the surface knowledge, available from CAD models, to determine intersecting surfaces. It proposes a novel combination of Overlapping Axis-Aligned Bounding Box (OAABB) and R-tree structures to gain considerable performance improvements. This paper also shows an efficient traversal algorithm based on the R-tree structure of Axis-Aligned Bounding Boxes to determine intersecting objects and intersecting surfaces between three-dimensional components, for supporting the recognition of constraints in assembly and disassembly operations in virtual prototyping environments.
The implementation of the proposed collision detection algorithm performs well against moderately complex industrial case studies. Current experimental results show that this implementation is effective in determining intersecting surfaces at interactive rates with moderately complex real case studies.info:eu-repo/semantics/publishedVersio
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
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