77 research outputs found

    Distance Computation between Convex Objects using Axis-Aligned Bounding-Box in Virtual Environment Application

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    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

    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

    Fluidization of irregular particles - Part I: A discrete element method to model collisions between non-convex particles

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    The flow dynamics of a fluidized bed can be very complicated. As the solid volume fraction is generally high, particle-particle collisions cannot be ignored. Many studies in the literature deal with perfectly spherical particles while very few deal with non-spherical ones and even less with angular or non-convex particles. However, these irregularly shaped particles are not uncommon in chemical engineering. Among others, Escudié et al (1) showed that the particle shape influences markedly the dynamics of such a system. We suggest an accurate and efficient way to model collisions between particles of (almost) arbitrary shape, that can be integrated into a comprehensive modeling of a fluidized bed. For that purpose, we develop a Discrete Element Method (DEM) combined with a soft particle contact model that treats the contact between bodies of various shape and size (2). In particular, for non-convex bodies, our strategy is based on decomposing a non-convex body into a set of convex ones (3). Therefore, our novel method can be called “glued convex method”, as an extension of the popular “glued-spheres” method (4). It hence uses all the features involved in DEM simulations of convex bodies, such as the contact detection strategy based on a Gilbert-Johnson-Keerthi algorithm (5) and the linked-cell spatial sorting which accelerates the contact resolution (6). The problem of multiple contact requires a particular attention (4,7). The method is implemented in our granular dynamics code Grains3D. As an illustration of the powerful modelling capabilities of Grains3D, we show results of simulation of settling non-convex catalytic pellets in a cylindrical chemical reactor. REFERENCES R. Escudié, N. Epstein, J.R. Grace, H.T. Bi, Effect of particle shape on liquid-fluidized beds of binary (and ternary) solids mixtures: segregation vs. mixing. Chemical Engineering Science, 61(5): 1528, 2006. A. Wachs, L. Girolami, G. Vinay, and G. Ferrer. Grains3D, a flexible DEM approach for particles of arbitrary convex shape - Part I: Numerical model and validations. Powder Technology, 224:374-389, 2012. A. D. Rakotonirina, A. Wachs, J.-Y. Delenne, F. Radjai. Grains3D, a flexible DEM approach for particles of arbitrary convex shape - Part III: extension to non convex particles, submitted to Powder Technology, 2015. D. Höhner, S. Wirtz, H. Kruggel-Emden, and V. Scherer. Comparison of the multi-sphere and polyhedral approach to simulate non-spherical particles within the discrete element method: Influence on temporal force evolution for multiple contacts. Powder Technology, 208(3):643-656, 2011. Elmer G. Gilbert, Daniel W. Johnson, and S. Sathiya Keerthi. A fast procedure for computing the distance between complex objects in three-dimensional space. Robotics and Automation, IEEE Journal of Robotics and Automation, 4(2):193-203, 1988. Gary S. Grest, Burkhard Dünweg, and Kurt Kremer. Vectorized link cell Fortran code for molecular dynamics simulations for a large number of particles. Computer Physics Communications, 55(3):269-285, 1989. H. Kruggel-Emden, S. Rickelt, S. Wirtz, and V. Scherer. A study on the validity of the multi-sphere discrete element method. Powder Technology, 188(2):153-165, 2008

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 324)

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    This bibliography lists 200 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during May, 1989. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance

    Collision of Convex Objects for Calculation of Porous

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    PresentationWe investigate the coupling of the flamelet combustion model with the collision distance algorithm for entertainment games. The collision algorithm is coded to calculate the porosity of the geometry based on the PDR (Porosity Distributed Resistance) approach for modelling of complex geometries. The turbulent field generated by the interaction of the flow with the porous objects is used to calculate the wrinkling length scale of the flame via the fluctuating velocities. The turbulent fluxes are amended in accordance with assigned porosities at the cell faces. The combustion and porosity models are implemented in the framework of an in house Fortran code that solves the full set of Navier-Stokes equations. Results are presented for non-reacting flows and reacting flows over a bluff body for Re=44,000 and Ka=1 (Reynolds and Karlovitz numbers, respectively). Numerical findings are compared with standard commercial CFD tools

    Control of Space Free-Flying Robot

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    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
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