17 research outputs found

    Sphere-tree construction using dynamic medial axis approximation

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    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

    Bounding Volume Hierarchies for Collision Detection

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    In virtual environment world, performing collision detection between various 3D objects requires sophisticated steps to be followed in order to properly visualize their effect. It is challenging due to the fact that multiple objects undergo various motion depending on the application’s genre. It is however an essential challenge to be resolved since it’s many use in the computer animation, simulation and robotic industry. Thus, object intersection between rigid bodies has become one of the most important areas in order to bring realism to simulation and animation

    Bounding Volume Hierarchies for Collision Detection

    Get PDF
    In virtual environment world, performing collision detection between various 3D objects requires sophisticated steps to be followed in order to properly visualize their effect. It is challenging due to the fact that multiple objects undergo various motion depending on the application’s genre. It is however an essential challenge to be resolved since it’s many use in the computer animation, simulation and robotic industry. Thus, object intersection between rigid bodies has become one of the most important areas in order to bring realism to simulation and animation

    Fast Continuous Collision Detection and Handling for Desktop Virtual Prototyping

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    International audienceThis paper presents an overview of our recent work on continuous collision detection methods and constraints handling for rigid polyhedral objects. We demonstrate that continuous collision detection algorithms are practical in interactive dynamics simulation of complex polyhedral rigid bodies and show how continuous collision detection and efficient constraint-based dynamics algorithms allow to perform various virtual prototyping tasks intuitively, precisely and robustly on commodity desktop computers. Especially, we present two applications of our system to actual industrial cases. We note that both tasks are performed with a simple 2d mouse on a high-end computer

    Fast continuous collision detection and handling for desktop virtual prototyping

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    Distance fields on unstructured grids: Stable interpolation, assumed gradients, collision detection and gap function

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    AbstractThis article presents a novel approach to collision detection based on distance fields. A novel interpolation ensures stability of the distances in the vicinity of complex geometries. An assumed gradient formulation is introduced leading to a C1-continuous distance function. The gap function is re-expressed allowing penalty and Lagrange multiplier formulations. The article introduces a node-to-element integration for first order elements, but also discusses signed distances, partial updates, intermediate surfaces, mortar methods and higher order elements. The algorithm is fast, simple and robust for complex geometries and self contact. The computed tractions conserve linear and angular momentum even in infeasible contact. Numerical examples illustrate the new algorithm in three dimensions

    Sphere-Tree Construction using Dynamic Medial Axis Approximation

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    Collision handling is very computationally expensive, especially in large scale interactive animations. Hierarchical object representations play an important role in performing efficient collision handling. Many different geometric primitives have been used to construct these representations, which allow areas of interaction to be localised quickly. For time-critical algorithms, such as interruptible collision detection, there are distinct advantages to using hierarchies of spheres, known as sphere-trees. This paper presents a novel algorithm for the construction of sphere-trees. The algorithm presented approximates objects, both convex and non-convex, with a higher degree of fit than existing algorithms. In the lower levels of the representations, there is almost an order of magnitude decrease in the number of spheres required to represent the objects to a given accuracy
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