294 research outputs found

    GPU-based proximity query processing on unstructured triangular mesh model

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    This paper presents a novel proximity query (PQ) approach capable to detect the collision and calculate the minimal Euclidean distance between two non-convex objects in 3D, namely the robot and the environment. Such approaches are often considered as computationally demanding problems, but are of importance to many applications such as online simulation of haptic feedback and robot collision-free trajectory. Our approach enables to preserve the representation of unstructured environment in the form of triangular meshes. The proposed PQ algorithm is computationally parallel so that it can be effectively implemented on graphics processing units (GPUs). A GPU-based computation scheme is also developed and customized, which shows >200 times faster than an optimized CPU with single core. Comprehensive validation is also conducted on two simulated scenarios in order to demonstrate the practical values of its potential application in image-guided surgical robotics and humanoid robotic control.published_or_final_versio

    Sphere encapsulated oriented-discrete orientation polytopes (S-dop) collision culling for multi-, rigid body dynamic

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    This paper discusses on sphere encapsulated oriented-discrete orientation polytopes (therefore will be referred to as S-Dop) collision culling for multiple rigid body simulation. In order to improve performance of the whole simulation system, there are available options in sacrificing the accuracy over speed by using certain approximation techniques. The aim of this research is to achieve excellent performance through implementation of suitable culling technique, without jeopardizing the resulting behavior so that the simulation will still be physically plausible. The basic idea is to identify the highly probable pairs to collide and test the pair with a more accurate collision test in broad-phase collision detection, before the pair is passed to a more costly stage. Results from the experiments showed that there are a number of ways to implement the sphere encapsulated or-Dops (S-Dop) collision culling on a multiple rigid body simulation depending on the level of performance needed

    FPGA-based High-Performance Collision Detection: An Enabling Technique for Image-Guided Robotic Surgery

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    Collision detection, which refers to the computational problem of finding the relative placement or con-figuration of two or more objects, is an essential component of many applications in computer graphics and robotics. In image-guided robotic surgery, real-time collision detection is critical for preserving healthy anatomical structures during the surgical procedure. However, the computational complexity of the problem usually results in algorithms that operate at low speed. In this paper, we present a fast and accurate algorithm for collision detection between Oriented-Bounding-Boxes (OBBs) that is suitable for real-time implementation. Our proposed Sweep and Prune algorithm can perform a preliminary filtering to reduce the number of objects that need to be tested by the classical Separating Axis Test algorithm, while the OBB pairs of interest are preserved. These OBB pairs are re-checked by the Separating Axis Test algorithm to obtain accurate overlapping status between them. To accelerate the execution, our Sweep and Prune algorithm is tailor-made for the proposed method. Meanwhile, a high performance scalable hardware architecture is proposed by analyzing the intrinsic parallelism of our algorithm, and is implemented on FPGA platform. Results show that our hardware design on the FPGA platform can achieve around 8X higher running speed than the software design on a CPU platform. As a result, the proposed algorithm can achieve a collision frame rate of 1 KHz, and fulfill the requirement for the medical surgery scenario of Robot Assisted Laparoscopy.published_or_final_versio

    Efficient Collision Detection for Brittle Fracture

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    International audienceIn complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true for fracture simulation, where multiple new objects are dynamically created. In this paper, we present novel algorithms and data structures for collision detection in real-time brittle fracture simulations. We build on a combination of well-known efficient data structures, namely distance fields and sphere trees, making our algorithm easy to integrate on existing simulation engines. We propose novel methods to construct these data structures, such that they can be efficiently updated upon fracture events and integrated in a simple yet effective self-adapting contact selection algorithm. Altogether, we drastically reduce the cost of both collision detection and collision response. We have evaluated our global solution for collision detection on challenging scenarios, achieving high frame rates suited for hard real-time applications such as video games or haptics. Our solution opens promising perspectives for complex brittle fracture simulations involving many dynamically created objects

    Example Based Caricature Synthesis

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    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    CASA 2009:International Conference on Computer Animation and Social Agents

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    Ray-Traced Collision Detection : Interpenetration Control and Multi-GPU Performance

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    International audienceWe proposed [LGA13] an iterative ray-traced collision detection algorithm (IRTCD) that exploits spatial and temporal coherency and proved to be computationally efficient but at the price of some geometrical approximations that allow more interpenetration than needed. In this paper, we present two methods to efficiently control and reduce the interpenetration without noticeable computation overhead. The first method predicts the next potentially colliding vertices. These predictions are used to make our IRTCD algorithm more robust to the above-mentioned approximations, therefore reducing the errors up to 91%. We also present a ray re-projection algorithm that improves the physical response of ray-traced collision detection algorithm. This algorithm also reduces, up to 52%, the interpenetration between objects in a virtual environment. Our last contribution shows that our algorithm, when implemented on multi-GPUs architectures, is far faster

    Haptic Interaction with 3D oriented point clouds on the GPU

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    Real-time point-based rendering and interaction with virtual objects is gaining popularity and importance as di�erent haptic devices and technologies increasingly provide the basis for realistic interaction. Haptic Interaction is being used for a wide range of applications such as medical training, remote robot operators, tactile displays and video games. Virtual object visualization and interaction using haptic devices is the main focus; this process involves several steps such as: Data Acquisition, Graphic Rendering, Haptic Interaction and Data Modi�cation. This work presents a framework for Haptic Interaction using the GPU as a hardware accelerator, and includes an approach for enabling the modi�cation of data during interaction. The results demonstrate the limits and capabilities of these techniques in the context of volume rendering for haptic applications. Also, the use of dynamic parallelism as a technique to scale the number of threads needed from the accelerator according to the interaction requirements is studied allowing the editing of data sets of up to one million points at interactive haptic frame rates
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