770 research outputs found

    Kinetic collision detection for balls rolling on a plane

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    This abstract presents a first step towards kinetic col- lision detection in 3 dimensions. In particular, we design a compact and responsive kinetic data struc- ture (KDS) for detecting collisions between n balls of arbitrary sizes rolling on a plane. The KDS has size O(n log n) and can handle events in O(log n) time. The structure processes O(n2) events in the worst case, assuming that the objects follow low-degree al- gebraic trajectories. The full paper [1] presents ad- ditional results for convex fat 3-dimensional objects that are free-flying in R3

    Kinetic collision detection for low-density scenes in the black-box model

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    We present an efficient method for collision detection in the black-box KDS model for a set S of n objects in the plane. In this model we receive the object locations at regular time steps and we know a bound dmax on the maximum displacement of any object within one time step. Our method maintains, in O((Âż+k)n) time per time step, a compressed quadtree on the bounding-box vertices of the objects; here Âż denotes the density of S and k denotes the maximum number of objects that can intersect any disk of radius dmax. Collisions can then be detected by testing O((Âż+k)2n) pairs of objects for intersection

    Kinetic data structures in the black-box model

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    Algorithms for fat objects : decompositions and applications

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    Computational geometry is the branch of theoretical computer science that deals with algorithms and data structures for geometric objects. The most basic geometric objects include points, lines, polygons, and polyhedra. Computational geometry has applications in many areas of computer science, including computer graphics, robotics, and geographic information systems. In many computational-geometry problems, the theoretical worst case is achieved by input that is in some way "unrealistic". This causes situations where the theoretical running time is not a good predictor of the running time in practice. In addition, algorithms must also be designed with the worst-case examples in mind, which causes them to be needlessly complicated. In recent years, realistic input models have been proposed in an attempt to deal with this problem. The usual form such solutions take is to limit some geometric property of the input to a constant. We examine a specific realistic input model in this thesis: the model where objects are restricted to be fat. Intuitively, objects that are more like a ball are more fat, and objects that are more like a long pole are less fat. We look at fat objects in the context of five different problems—two related to decompositions of input objects and three problems suggested by computer graphics. Decompositions of geometric objects are important because they are often used as a preliminary step in other algorithms, since many algorithms can only handle geometric objects that are convex and preferably of low complexity. The two main issues in developing decomposition algorithms are to keep the number of pieces produced by the decomposition small and to compute the decomposition quickly. The main question we address is the following: is it possible to obtain better decompositions for fat objects than for general objects, and/or is it possible to obtain decompositions quickly? These questions are also interesting because most research into fat objects has concerned objects that are convex. We begin by triangulating fat polygons. The problem of triangulating polygons—that is, partitioning them into triangles without adding any vertices—has been solved already, but the only linear-time algorithm is so complicated that it has never been implemented. We propose two algorithms for triangulating fat polygons in linear time that are much simpler. They make use of the observation that a small set of guards placed at points inside a (certain type of) fat polygon is sufficient to see the boundary of such a polygon. We then look at decompositions of fat polyhedra in three dimensions. We show that polyhedra can be decomposed into a linear number of convex pieces if certain fatness restrictions aremet. We also show that if these restrictions are notmet, a quadratic number of pieces may be needed. We also show that if we wish the output to be fat and convex, the restrictions must be much tighter. We then study three computational-geometry problems inspired by computer graphics. First, we study ray-shooting amidst fat objects from two perspectives. This is the problem of preprocessing data into a data structure that can answer which object is first hit by a query ray in a given direction from a given point. We present a new data structure for answering vertical ray-shooting queries—that is, queries where the ray’s direction is fixed—as well as a data structure for answering ray-shooting queries for rays with arbitrary direction. Both structures improve the best known results on these problems. Another problem that is studied in the field of computer graphics is the depth-order problem. We study it in the context of computational geometry. This is the problem of finding an ordering of the objects in the scene from "top" to "bottom", where one object is above the other if they share a point in the projection to the xy-plane and the first object has a higher z-value at that point. We give an algorithm for finding the depth order of a group of fat objects and an algorithm for verifying if a depth order of a group of fat objects is correct. The latter algorithm is useful because the former can return an incorrect order if the objects do not have a depth order (this can happen if the above/below relationship has a cycle in it). The first algorithm improves on the results previously known for fat objects; the second is the first algorithm for verifying depth orders of fat objects. The final problem that we study is the hidden-surface removal problem. In this problem, we wish to find and report the visible portions of a scene from a given viewpoint—this is called the visibility map. The main difficulty in this problem is to find an algorithm whose running time depends in part on the complexity of the output. For example, if all but one of the objects in the input scene are hidden behind one large object, then our algorithm should have a faster running time than if all of the objects are visible and have borders that overlap. We give such an algorithm that improves on the running time of previous algorithms for fat objects. Furthermore, our algorithm is able to handle curved objects and situations where the objects do not have a depth order—two features missing from most other algorithms that perform hidden surface removal

    Approximate Convex Intersection Detection with Applications to Width and Minkowski Sums

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    Approximation problems involving a single convex body in R^d have received a great deal of attention in the computational geometry community. In contrast, works involving multiple convex bodies are generally limited to dimensions d 0, we show how to independently preprocess two polytopes A,B subset R^d into data structures of size O(1/epsilon^{(d-1)/2}) such that we can answer in polylogarithmic time whether A and B intersect approximately. More generally, we can answer this for the images of A and B under affine transformations. Next, we show how to epsilon-approximate the Minkowski sum of two given polytopes defined as the intersection of n halfspaces in O(n log(1/epsilon) + 1/epsilon^{(d-1)/2 + alpha}) time, for any constant alpha > 0. Finally, we present a surprising impact of these results to a well studied problem that considers a single convex body. We show how to epsilon-approximate the width of a set of n points in O(n log(1/epsilon) + 1/epsilon^{(d-1)/2 + alpha}) time, for any constant alpha > 0, a major improvement over the previous bound of roughly O(n + 1/epsilon^{d-1}) time

    Master index of Volumes 21–30

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    Zero-gravity movement studies

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    The use of computer graphics to simulate the movement of articulated animals and mechanisms has a number of uses ranging over many fields. Human motion simulation systems can be useful in education, medicine, anatomy, physiology, and dance. In biomechanics, computer displays help to understand and analyze performance. Simulations can be used to help understand the effect of external or internal forces. Similarly, zero-gravity simulation systems should provide a means of designing and exploring the capabilities of hypothetical zero-gravity situations before actually carrying out such actions. The advantage of using a simulation of the motion is that one can experiment with variations of a maneuver before attempting to teach it to an individual. The zero-gravity motion simulation problem can be divided into two broad areas: human movement and behavior in zero-gravity, and simulation of articulated mechanisms
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