125 research outputs found

    Fast and exact continuous collision detection with Bernstein sign classification

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    We present fast algorithms to perform accurate CCD queries between triangulated models. Our formulation uses properties of the Bernstein basis and Bézier 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

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Subspace self-collision culling

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    Efficient computation of discrete Voronoi diagram and homotopy-preserving simplified medial axis of a 3d polyhedron

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    The Voronoi diagram is a fundamental geometric data structure and has been well studied in computational geometry and related areas. A Voronoi diagram defined using the Euclidean distance metric is also closely related to the Blum medial axis, a well known skeletal representation. Voronoi diagrams and medial axes have been shown useful for many 3D computations and operations, including proximity queries, motion planning, mesh generation, finite element analysis, and shape analysis. However, their application to complex 3D polyhedral and deformable models has been limited. This is due to the difficulty of computing exact Voronoi diagrams in an efficient and reliable manner. In this dissertation, we bridge this gap by presenting efficient algorithms to compute discrete Voronoi diagrams and simplified medial axes of 3D polyhedral models with geometric and topological guarantees. We apply these algorithms to complex 3D models and use them to perform interactive proximity queries, motion planning and skeletal computations. We present three new results. First, we describe an algorithm to compute 3D distance fields of geometric models by using a linear factorization of Euclidean distance vectors. This formulation maps directly to the linearly interpolating graphics rasterization hardware and enables us to compute distance fields of complex 3D models at interactive rates. We also use clamping and culling algorithms based on properties of Voronoi diagrams to accelerate this computation. We introduce surface distance maps, which are a compact distance vector field representation based on a mesh parameterization of triangulated two-manifolds, and use them to perform proximity computations. Our second main result is an adaptive sampling algorithm to compute an approximate Voronoi diagram that is homotopy equivalent to the exact Voronoi diagram and preserves topological features. We use this algorithm to compute a homotopy-preserving simplified medial axis of complex 3D models. Our third result is a unified approach to perform different proximity queries among multiple deformable models using second order discrete Voronoi diagrams. We introduce a new query called N-body distance query and show that different proximity queries, including collision detection, separation distance and penetration depth can be performed based on Nbody distance query. We compute the second order discrete Voronoi diagram using graphics hardware and use distance bounds to overcome the sampling errors and perform conservative computations. We have applied these queries to various deformable simulations and observed up to an order of magnitude improvement over prior algorithms

    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

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    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

    Efficient Distance Computation Algorithm between Nearly Intersected Objects Using Dynamic Pivot Point in Virtual Environment Application

    Get PDF
    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.Comment: 6 page

    Fast collision detection for deformable models using representativetriangles.

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    Abstract We present a new approach to accelerate collision detection for deformable models. Our formulation applies to all triangulated models and significantly reduces the number of elementary tests between features of the mesh, i.e., vertices, edges and faces. We introduce the notion of Representative-Triangles, standard geometric triangles augmented with mesh feature information and use this representation to achieve better collision query performance. The resulting approach can be combined with bounding volume hierarchies and works well for both inter-object and self-collision detection. We demonstrate the benefit of Representative-Triangles on continuous collision detection for cloth simulation and N-body collision scenarios. We observe up to a one-order of magnitude reduction in featurepair tests and up to a 5X improvement in query time
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