652 research outputs found

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

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    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

    Distance Approximation using Pivot Point in Narrow Phase Collision Detection

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    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

    Quad Axis Separation Framework for Bounding-Volume Hierarchies Construction

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    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

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

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

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    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 Distance Computation Algorithm Between Nearly Intersect Objects Using Dynamic Pivot Point In Virtual Environment Application

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    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
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