7,276 research outputs found
Development of Real-Time Virtual Environment with Hierarchical Construction
The development of real-time virtual environment is always a
fundamental task for research to come out with a good testing procedure. Regardless any software application that has been used to develop the virtual environment, maintaining real-time aspect such as physic simulation, fluid simulation, collision detection, and others is definitely important. Numerous attempts has been introduced in order to develop nearly perfect virtual environment
but at the end the solution only cater for some specific settings that must be implemented before we properly visualize the virtual environment. In this paper, we consider few elements that can be used to visualize their virtual environment and perhaps becoming a common visualization procedure to differentiate and compare
with others
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
Quad Separation Algorithm for Bounding-Volume Hierarchies Construction in Virtual Environment Application
In order to perform fast collision detection technique in Virtual Environment Application, researchers need to maintain the behaviour of the object itself before the objects come into contact. By enhancing the speed of intersection using Bounding-Volume Hierarchies technique, it helps to reduce the complexity and speed up the intersection process. Thus, in this paper we presented our novel algorithm for constructing Bounding-Volume Hierarchies using Quad Splitting method. Together with the Quad Splitting method is the implementation of Spatial Object Median Splitting technique (SOMS) in order to create a well-balanced tree for the object. We believed the key of performing fast intersection between two or more objects in Virtual Environment Application required a well-balanced and proper tree technique for Bounding-Volume hierarchies
Path planning for complex 3D multilevel environments
The continuous development of graphics hardware is
contributing to the creation of 3D virtual worlds with
high level of detail, from models of large urban areas, to
complete infrastructures, such as residential buildings,
stadiums, industrial settings or archaeological sites, to
name just a few. Adding virtual humans or avatars adds
an extra touch to the visualization providing an enhanced
perception of the spaces, namely adding a sense of scale,
and enabling simulations of crowds. Path planning for
crowds in a meaningful way is still an open research
field, particularly when it involves an unknown polygonal
3D world. Extracting the potential paths for navigation in
a non automated fashion is no longer a feasible option
due to the dimension and complexity of the virtual
environments available nowadays. This implies that we
must be able to automatically extract information from
the geometry of the unknown virtual world to define
potential paths, determine accessibilities, and prepare a
navigation structure for real time path planning and path
finding. A new image based method is proposed that
deals with arbitrarily a priori unknown complex virtual
worlds, namely those consisting of multilevel passages
(e.g. over and below a bridge). The algorithm is capable
of extracting all the information required for the actual
navigation of avatars, creating a hierarchical data
structure to help both high level path planning and low
level path finding decisions. The algorithm is image
based, hence it is tessellation independent, i.e. the
algorithm does not rely on the underlying polygonal
structure of the 3D world. Therefore, the number of
polygons does not have a significant impact on the
performance, and the topology has no weight on the
results.Fundação para a Ciência e a Tecnologi
Path planning for complex 3D multilevel environments
The continuous development of graphics hardware is
contributing to the creation of 3D virtual worlds with
high level of detail, from models of large urban areas, to
complete infrastructures, such as residential buildings,
stadiums, industrial settings or archaeological sites, to
name just a few. Adding virtual humans or avatars adds
an extra touch to the visualization providing an enhanced
perception of the spaces, namely adding a sense of scale,
and enabling simulations of crowds. Path planning for
crowds in a meaningful way is still an open research
field, particularly when it involves an unknown polygonal
3D world. Extracting the potential paths for navigation in
a non automated fashion is no longer a feasible option
due to the dimension and complexity of the virtual
environments available nowadays. This implies that we
must be able to automatically extract information from
the geometry of the unknown virtual world to define
potential paths, determine accessibilities, and prepare a
navigation structure for real time path planning and path
finding. A new image based method is proposed that
deals with arbitrarily a priori unknown complex virtual
worlds, namely those consisting of multilevel passages
(e.g. over and below a bridge). The algorithm is capable
of extracting all the information required for the actual
navigation of avatars, creating a hierarchical data
structure to help both high level path planning and low
level path finding decisions. The algorithm is image
based, hence it is tessellation independent, i.e. the
algorithm does not use the underlying polygonal structure
of the 3D world. Therefore, the number of polygons as
well as the topology, do not affect the performance
Distance Computation using Axis Aligned Bounding Box (AABB) Parallel Distribution of Dynamic Origin Point
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
Belief State Planning for Autonomously Navigating Urban Intersections
Urban intersections represent a complex environment for autonomous vehicles
with many sources of uncertainty. The vehicle must plan in a stochastic
environment with potentially rapid changes in driver behavior. Providing an
efficient strategy to navigate through urban intersections is a difficult task.
This paper frames the problem of navigating unsignalized intersections as a
partially observable Markov decision process (POMDP) and solves it using a
Monte Carlo sampling method. Empirical results in simulation show that the
resulting policy outperforms a threshold-based heuristic strategy on several
relevant metrics that measure both safety and efficiency.Comment: 6 pages, 6 figures, accepted to IV201
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