Approximation of Optimal Voxel Size for Collision Detection in Maintainability Simulations within Massive Virtual Environments

2004 ◽  
Vol 23 (1) ◽  
pp. 13-23 ◽  
Author(s):  
D. Borro ◽  
A. Garcia-Alonso ◽  
L. Matey
Author(s):  
G. Zachmann ◽  
M. Teschner ◽  
S. Kimmerle ◽  
B. Heidelberger ◽  
L. Raghupathi ◽  
...  

2004 ◽  
Vol 13 (6) ◽  
pp. 681-691 ◽  
Author(s):  
Wingo Sai-Keung Wong ◽  
George Baciu

The interactive requirements of 3D games and physically driven virtual environments add strong constraints to the simulation of natural cloth collisions and self-collisions. In order to achieve interactive rates, we first define smoothness conditions over small patches of deformable surfaces and then resort to image-based collision-detection algorithms that we have developed. Our collision-detection system achieves interactive rates as it accurately tracks collisions and self-interactions of objects consisting of highly deformable surfaces. This method makes use of a novel technique for dynamically generating a hierarchy of cloth bounding boxes in order to perform object-level culling and image-based intersection tests using conventional graphics hardware support. Our results show that, for complex deformable surfaces with an excess of 50,000 triangular elements, we can track collisions at nearly interactive rates.


Author(s):  
Ryan A. Pavlik ◽  
Judy M. Vance

Haptic force-feedback can provide useful cues to users of virtual environments. Body-based haptic devices are portable but the more commonly used ground-based devices have workspaces that are limited by their physical grounding to a single base position and their operation as purely position-control devices. The “bubble technique” has recently been presented as one method of expanding a user's haptic workspace. The bubble technique is a hybrid position-rate control system in which a volume, or “bubble,” is defined entirely within the physical workspace of the haptic device. When the device's end effector is within this bubble, interaction is through position control. When the end effector moves outside this volume, an elastic restoring force is rendered, and a rate is applied that moves the virtual accessible workspace. Publications have described the use of the bubble technique for point-based touching tasks. However, when this technique is applied to simulations where the user is grasping virtual objects with part-to-part collision detection, unforeseen interaction problems surface. Methods of addressing these challenges are introduced, along with discussion of their implementation and an informal investigation.


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