262 research outputs found
Distance Approximation using Pivot Point in Narrow Phase Collision Detection
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
Distance Computation using Axis Aligned Bounding Box (AABB) Parallel Distribution of Dynamic Origin Point
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 Computation between Convex Objects using Axis-Aligned Bounding-Box in Virtual Environment Application
Performing collision detection between convex objects in virtual environment simulation is one of vital problems in computer visualization research area. Given a set of two or more colliding objects, in order to determine the exact point of contact between object we need to undergo various high computation algorithm. In this paper, we describes our current work of determining the precise contact by measuring the distance between near colliding objects in order to maintain the accuracy and improve the speed of collision detection algorithm. Common method determine the distance by checking for vertices and edges point between objects in brute force condition. Compared to our method, by given set of objects in virtual environment world, we find the closest point between near colliding objects and bound the potential colliding area with an Axis-Aligned Bounding-Box. Then, we approximate the distance by measuring the distance of the box itself and hence recognize potential colliding area faster than the common method. Our method proven to most effective and efficient for narrow phase collision detection by removing unnecessary testing and reduced computational cost
Efficient Distance Computation Algorithm Between Nearly Intersect Objects Using Dynamic Pivot Point In Virtual Environment Application
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
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
- …