15 research outputs found

    Distance Computation between Convex Objects using Axis-Aligned Bounding-Box in Virtual Environment Application

    Get PDF
    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

    Distance Approximation using Pivot Point in Narrow Phase Collision Detection

    Get PDF
    Discrete and Continuous Collision Detection is two common fields in Collision Detection research area where it helps to determine time and point of contact when two object intersect. Each technique increase speed and accuracy of the simulation itself but depending on application, we need to have specific solution of collision detection technique. Most computer games and simulation maintain speed as the main important elements while others such as medical and mechanical simulation needs to have a very high precision collision detection technique. Thus, an algorithm for the optimal distance computation algorithm for continuous collision detection is shown in this paper. The basic idea is to use an AABB for both object triangles and creating a moveable origin point called Dynamic Origin Point (DyOP). DyOP created by using minimum and maximum point of both AABBs where it dynamically changes whenever the object move. This is a novel algorithm that works better than the previously known Gilbert Keerthi-Johnson algorithm and Lin-Canny algorithm where it helps to reduce the complicated test and implementation. We have shown that our technique is performed faster than the previous algorithms by increasing speed and nearly approximate the good distance between two nearly intersected triangles

    Development of Real-Time Virtual Environment with Hierarchical Construction

    Get PDF
    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

    Distance Computation using Axis Aligned Bounding Box (AABB) Parallel Distribution of Dynamic Origin Point

    Get PDF
    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

    Quad Separation Algorithm for Bounding-Volume Hierarchies Construction in Virtual Environment Application

    Get PDF
    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

    Efficient normal cone culling method for collision detection of deformable model

    Get PDF
    ํ•™์œ„๋…ผ๋ฌธ (์„์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ „๊ธฐยท์ •๋ณด๊ณตํ•™๋ถ€, 2020. 8. ๊ณ ํ˜•์„.๊ฐ•์ฒด ์‹œ๋ฎฌ๋ ˆ์ด์…˜๊ณผ ๋‹ฌ๋ฆฌ ๋ณ€ํ˜•์ด ๊ฐ€๋Šฅํ•œ ๋ฌผ์ฒด์˜ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ (์ง๋ฌผ ์‹œ๋ฎฌ๋ ˆ์ด์…˜)์—์„œ๋Š” ๊ฐ™์€ ๋ฌผ์ฒด ์•ˆ์—์„œ ๋ชจ๋“  ์‚ผ๊ฐํ˜• ์Œ์˜ ์ถฉ๋Œ ํƒ์ง€๋ฅผ ํ•ด์•ผ ํ•˜๋ฏ€๋กœ ๋งค์šฐ ๋งŽ์€ ์‹œ๊ฐ„์ด ์†Œ๋ชจ๋œ๋‹ค. ์ด๋Ÿฌํ•œ ์ด์œ ๋กœ ํ˜„์žฌ ๊ทธ๋ž˜ํ”ฝ๊ธฐ์ˆ ๊ณผ ํ•˜๋“œ์›จ์–ด๋ฅผ ์ด์šฉํ•˜์—ฌ ์‹ค์‹œ๊ฐ„์œผ๋กœ ์‚ฌ์‹ค์ ์ธ ๋ฌผ๋ฆฌ ๊ธฐ๋ฐ˜ ์ง๋ฌผ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์„ ๋งŒ๋“ค์–ด ๋‚ด๋Š” ๋ฐ ๋งŽ์€ ์–ด๋ ค์›€์„ ๊ฒช๊ณ  ์žˆ๋‹ค. ์ด์— ๋”ฐ๋ผ ๋ณ€ํ˜• ๊ฐ€๋Šฅํ•œ ๋ฌผ์ฒด ์‹œ๋ฎฌ๋ ˆ์ด์…˜์—์„œ์˜ ์ถฉ๋Œ ํƒ์ง€ ์‹œ๊ฐ„์„ ์ค„์ด๊ธฐ ์œ„ํ•ด์„œ ๋งŽ์€ ๊ฐ€์†ํ™” ์—ฐ๊ตฌ๋“ค์ด ์ง„ํ–‰๋˜์–ด ์™”๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ ์ œ์•ˆํ•˜๋Š” ๋ฐฉ๋ฒ•์€ ์ถฉ๋Œ ํƒ์ง€ ์‹œ๊ฐ„์„ ์ค„์ด๊ธฐ ์œ„ํ•œ ์—ฐ๊ตฌ ์ค‘ ์ง๋ฌผ์˜ ํ‘œ๋ฉด ๋ฒ•์„  ๋ฒกํ„ฐ๋ฅผ ์ด์šฉํ•˜์—ฌ ์ถฉ๋Œ ํƒ์ง€ ์—ฐ์‚ฐ์„ ์ค„์ด๋Š” ๋ฐฉ๋ฒ•์—์„œ ์˜๊ฐ์„ ๋ฐ›์•„ ์ง„ํ–‰๋˜์—ˆ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ๊ธฐ์กด์— ์ œ์‹œ๋œ ํ‘œ๋ฉด ๋ฒ•์„  ๋ฒกํ„ฐ๋ฅผ ์ด์šฉํ•˜๋Š” ๋ฐฉ๋ฒ•์—์„œ ๋‚˜์•„๊ฐ€ ์ข€ ๋” ํšจ์œจ์ ์œผ๋กœ ํ‘œ๋ฉด ๋ฒ•์„  ๋ฒกํ„ฐ๋ฅผ ์ด์šฉํ•˜์—ฌ ์ถฉ๋Œ ํƒ์ง€ ์‹œ๊ฐ„์„ ์ค„์ด๋Š” ๋ฐฉ๋ฒ•์„ ์ œ์‹œํ•œ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ ์ œ์‹œํ•˜๋Š” ๋ฐฉ๋ฒ•์€ ๋ถˆ์—ฐ์† ์ถฉ๋Œ ํƒ์ง€์—๋„ ์ ์šฉ์ด ๊ฐ€๋Šฅํ•˜๊ณ  ์—ฐ์† ์ถฉ๋Œ ํƒ์ง€์—๋„ ์ด์šฉ์ด ๊ฐ€๋Šฅํ•˜๋‹ค. ๋˜ํ•œ ์—ฐ์† ์ถฉ๋Œ ํƒ์ง€์— ์ ์šฉํ•  ๋•Œ๋Š” ํŠนํžˆ ๋™์ ์ธ ์žฅ๋ฉด์—์„œ ๋ณธ ๋…ผ๋ฌธ์—์„œ ์ œ์‹œํ•œ ๋ฐฉ๋ฒ•์ด ์ข‹์€ ํšจ์œจ์„ ๋ณด์ธ๋‹ค. ๊ฒฐ๋ก ์ ์œผ๋กœ ๋…ผ๋ฌธ์—์„œ ์†Œ๊ฐœํ•œ ๋ฐฉ๋ฒ•์€ ๊ธฐ์กด์˜ ๋ฐฉ๋ฒ•์— ๋น„ํ•ด ์ถฉ๋Œ ๊ฒ€์‚ฌ๋ฅผ ์ง„ํ–‰ํ•ด์•ผ ํ•˜๋Š” ์‚ผ๊ฐํ˜• ์Œ์˜ ๊ฐœ์ˆ˜๊ฐ€ 10~40% ๊ฐ์†Œํ•˜๋Š” ๊ฒฐ๊ณผ๋ฅผ ๋ณด์˜€๋‹ค. ๋ณธ ๋…ผ๋ฌธ์˜ ๋ฐฉ๋ฒ•์€ ์ด์ง„ ํŠธ๋ฆฌ ๊ตฌ์„ฑํ•˜๋Š” ์‹œ๊ฐ„์—์„œ ํŠธ๋ ˆ์ด๋“œ ์˜คํ”„๊ฐ€ ๋ฐœ์ƒํ•˜๋‚˜ ์ „์ฒด์ ์œผ๋กœ ๋ดค์„ ๋•Œ ์„ฑ๋Šฅ ํ–ฅ์ƒ์ด ์žˆ๋‹ค.Unlike rigid body simulation, the simulation of deformable model (fabric simulation) require collision detection of all triangle pairs within the same object, which takes a great deal of time. For this reason, it is difficult to create realistic physical-based deformable mode simulation in real time using current graphic technology and hardware. Accordingly, many acceleration studies have been conducted to reduce collision detection time in deformable model simulation. The method proposed in this paper was inspired by a study to reduce the collision detection operation using the surface normal vector of the fabric. In this paper, we develop an existing method using a surface normal vector and propose a method to efficiently reduce collision detection time using a surface normal vector. The method presented in this paper can be applied to both discrete collision detection and continuous collision detection. When applied to continuous collision detection, the method presented in this paper shows good performance, especially in dynamic scenes. As a result, the method introduced in the paper showed a 10-40% reduction in the number of triangle pairs that need to be tested for collisions compared to the existing method. In the method of this paper, trade-off occurs at the time of constructing the binary tree, but there is an improvement in performance as a whole.์ œ 1 ์žฅ ์„œ๋ก  1 ์ œ 1 ์ ˆ ์šฉ์–ด ์„ค๋ช… 1 ์ œ 2 ์žฅ ๊ด€๋ จ ์—ฐ๊ตฌ 3 ์ œ 1 ์ ˆ ๋ถˆ์—ฐ์† ์ถฉ๋Œ ํƒ์ง€์—์„œ์˜ ๋ฒ•์„  ์›๋ฟ” ์ปฌ๋ง ๋ฐฉ๋ฒ• 3 ์ œ 2 ์ ˆ ์—ฐ์† ์ถฉ๋Œ ํƒ์ง€์—์„œ์˜ ๋ฒ•์„  ์›๋ฟ” ์ปฌ๋ง ๋ฐฉ๋ฒ• 5 ์ œ 3 ์ ˆ 3์ฐจ์› ๋ฒกํ„ฐ๋“ค์„ ๊ฐ์‹ธ๋Š” ์ตœ์ ์˜ ๊ฒฝ๊ณ„ ์›๋ฟ” 7 ์ œ 3 ์žฅ ๊ฐœ์š” 8 ์ œ 1 ์ ˆ ๋ฒ•์„  ์›๋ฟ” ํŠธ๋ฆฌ ํ˜•์„ฑ ๋ฐฉ๋ฒ• 8 ์ œ 2 ์ ˆ ๋ฒ•์„  ์›๋ฟ” ํŠธ๋ฆฌ๋ฅผ ์ด์šฉํ•œ ์ปฌ๋ง ๋ฐฉ๋ฒ• 9 ์ œ 4 ์žฅ ๋ฒ•์„  ์›๋ฟ” ๊ตฌ์„ฑ ๋ฐฉ๋ฒ• 11 ์ œ 1 ์ ˆ ๋ณ‘ํ•ฉ ๋ฐฉ๋ฒ• 11 ์ œ 2 ์ ˆ ํšจ์œจ์ ์ธ ์—ฐ์† ์ถฉ๋Œ ๋ฒ•์„  ์›๋ฟ” ๊ตฌ์„ฑ ๋ฐฉ๋ฒ• 13 ์ œ 5 ์žฅ ๊ฒฐ๊ณผ 17 ์ œ 1 ์ ˆ ์‹ค์ œ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ๊ฒฐ๊ณผ ๋ชจ์Šต 17 ์ œ 2 ์ ˆ ์ถฉ๋Œ ํƒ์ง€ ํšจ์œจ 18 ์ œ 6 ์žฅ ๊ฒฐ๋ก  24 ์ œ 1 ์ ˆ ์—ฐ๊ตฌ ์˜์˜ 24 ์ œ 2 ์ ˆ ํ•œ๊ณ„์  ๋ฐ ์ถ”ํ›„์—ฐ๊ตฌ 24 ์ฐธ๊ณ ๋ฌธํ—Œ 26 Abstract 28Maste

    Fast and exact continuous collision detection with Bernstein sign classification

    Get PDF
    We present fast algorithms to perform accurate CCD queries between triangulated models. Our formulation uses properties of the Bernstein basis and Bรฉzier curves and reduces the problem to evaluating signs of polynomials. We present a geometrically exact CCD algorithm based on the exact geometric computation paradigm to perform reliable Boolean collision queries. Our algorithm is more than an order of magnitude faster than prior exact algorithms. We evaluate its performance for cloth and FEM simulations on CPUs and GPUs, and highlight the benefits

    Subspace self-collision culling

    Get PDF
    corecore