scholarly journals Dynamic Garment Simulation based on Hybrid Bounding Volume Hierarchy

2016 ◽  
Vol 16 (4) ◽  
pp. 241-249 ◽  
Author(s):  
Dongyong Zhu ◽  
Zhong Li ◽  
Feng Xia ◽  
Yong Xu

Abstract In order to solve the computing speed and efficiency problem of existing dynamic clothing simulation, this paper presents a dynamic garment simulation based on a hybrid bounding volume hierarchy. It firstly uses MCASG graph theory to do the primary segmentation for a given three-dimensional human body model. And then it applies K-means cluster to do the secondary segmentation to collect the human body’s upper arms, lower arms, upper legs, lower legs, trunk, hip and woman’s chest as the elementary units of dynamic clothing simulation. According to different shapes of these elementary units, it chooses the closest and most efficient hybrid bounding box to specify these units, such as cylinder bounding box and elliptic cylinder bounding box. During the process of constructing these bounding boxes, it uses the least squares method and slices of the human body to get the related parameters. This approach makes it possible to use the least amount of bounding boxes to create close collision detection regions for the appearance of the human body. A spring-mass model based on a triangular mesh of the clothing model is finally constructed for dynamic simulation. The simulation result shows the feasibility and superiority of the method described.

Author(s):  
Jorge R. Martins ◽  
Vasco S. Costa ◽  
João M. Pereira

Rendering human hair can be a hard task because of the required high super-sampling rate to render thin hair fibers without noticeable aliasing. Additionally, the current state-of-the-art bounding volume hierarchies (BVHs) are not suitable to hair rendering. In fact, the axis-aligned bounding boxes (AABBs) do not tightly bind hair primitives which impacts negatively the intersection tests activity. Both limitations can degrade severely the rendering performance so described in this article, a cone tracing GPU approach coupled with a hybrid bounding volume hierarchy to tackle these problems. The hybrid BVH makes use of both oriented and axis aligned bounding boxes. It is shown that the experiment is able to drastically reduce the super-sampling required to produce aliasing free images while minimizing the number of intersection tests and achieving speedups of up to 4, depending on the scene.


Author(s):  
Ingo Wald ◽  
Nate Morrical ◽  
Stefan Zellmann ◽  
Lei Ma ◽  
Will Usher ◽  
...  

With the recent addition of hardware ray tracing capabilities, GPUs have become incredibly efficient at ray tracing both triangular geometry, and instances thereof. However, the bounding volume hierarchies that current ray tracing hardware relies on are known to struggle with long, thin primitives like cylinders and curves, because the axis-aligned bounding boxes that these hierarchies rely on cannot tightly bound such primitives. In this paper, we evaluate the use of RTX ray tracing capabilities to accelerate these primitives by tricking the GPU's instancing units into executing a hardware-accelerated oriented bounding box (OBB) rejection test before calling the user's intersection program. We show that this can be done with minimal changes to the intersection programs and demonstrate speedups of up to 5.9× on a variety of data sets.


Author(s):  
Dinghua Xu ◽  
Peng Cui

AbstractThe thickness, thermal conductivity and porosity of textile material are three key factors which determine the heat-moisture comfort level of the human body to a large extent based on the heat and moisture transfer process in the human body-clothing-environment system. This paper puts forward an Inverse Problem of Textile Thickness-Heat conductivity-Porosity Determination (IPT(THP)D) based on the steady-state model of heat and moisture transfer and the heat-moisture comfort indexes. Adopting the idea of the weighted least-squares method, we formulate IPT(THP)D into a function minimization problem. We employ the Particle Swarm Optimization (PSO) method to stochastically search the optimal solution of the objective function. We put the optimal solution into the corresponding direct problem to verify the effectiveness of the proposed numerical algorithms and the validity of the IPT(THP)D.


Sensors ◽  
2021 ◽  
Vol 21 (9) ◽  
pp. 2939
Author(s):  
Yong Hong ◽  
Jin Liu ◽  
Zahid Jahangir ◽  
Sheng He ◽  
Qing Zhang

This paper provides an efficient way of addressing the problem of detecting or estimating the 6-Dimensional (6D) pose of objects from an RGB image. A quaternion is used to define an object′s three-dimensional pose, but the pose represented by q and the pose represented by -q are equivalent, and the L2 loss between them is very large. Therefore, we define a new quaternion pose loss function to solve this problem. Based on this, we designed a new convolutional neural network named Q-Net to estimate an object’s pose. Considering that the quaternion′s output is a unit vector, a normalization layer is added in Q-Net to hold the output of pose on a four-dimensional unit sphere. We propose a new algorithm, called the Bounding Box Equation, to obtain 3D translation quickly and effectively from 2D bounding boxes. The algorithm uses an entirely new way of assessing the 3D rotation (R) and 3D translation rotation (t) in only one RGB image. This method can upgrade any traditional 2D-box prediction algorithm to a 3D prediction model. We evaluated our model using the LineMod dataset, and experiments have shown that our methodology is more acceptable and efficient in terms of L2 loss and computational time.


Author(s):  
Daqi Lin ◽  
Elena Vasiou ◽  
Cem Yuksel ◽  
Daniel Kopta ◽  
Erik Brunvand

Bounding volume hierarchies (BVH) are the most widely used acceleration structures for ray tracing due to their high construction and traversal performance. However, the bounding planes shared between parent and children bounding boxes is an inherent storage redundancy that limits further improvement in performance due to the memory cost of reading these redundant planes. Dual-split trees can create identical space partitioning as BVHs, but in a compact form using less memory by eliminating the redundancies of the BVH structure representation. This reduction in memory storage and data movement translates to faster ray traversal and better energy efficiency. Yet, the performance benefits of dual-split trees are undermined by the processing required to extract the necessary information from their compact representation. This involves bit manipulations and branching instructions which are inefficient in software. We introduce hardware acceleration for dual-split trees and show that the performance advantages over BVHs are emphasized in a hardware ray tracing context that can take advantage of such acceleration. We provide details on how the operations needed for decoding dual-split tree nodes can be implemented in hardware and present experiments in a number of scenes with different sizes using path tracing. In our experiments, we have observed up to 31% reduction in render time and 38% energy saving using dual-split trees as compared to binary BVHs representing identical space partitioning.


Author(s):  
Raj Desai ◽  
Anirban Guha ◽  
P. Seshu

Long duration exposure to vehicle induced vibration causes various ailments to humans. Amongst the various components of the human-vehicle system, the seat suspension plays a major role in determining the level of vibration transferred to humans. However, optimising the suspension for maximising human comfort leads to poor vehicle handling characteristics. Thus, predicting human comfort through various seat suspension models is a widely researched topic. However, the appropriate seat suspension model to be used has not been identified so far. Neither has any prior work reported integrating models of all the components necessary for this analysis, namely human body, cushion, seat suspension and vehicle chassis, each with the appropriate level of complexity. This work uses a two-dimensional 12 DoF seated human body model with inclined backrest support, a nonlinear cushion model, a seat suspension model and a full vehicle model. Two kinds of road profiles – one with random roughness and one with a bump – have been used. It then compares the performance of five different seat suspension models based on a number of human comfort related parameters (seat to head transmissibility, suspension travel, seat acceleration, cushion contact force and head acceleration in both vertical and fore-aft directions) and vehicle handling parameters (vertical, rolling and pitching acceleration of chassis). The results clearly show the superiority of the configuration which involves a spring parallel to an inclined multi-stage damper. A separate analysis was also done to judge whether the integration of the vehicle model (with its associated complication) was necessary for this analysis. A comparison of the human body’s internal forces, moments, acceleration, and absorbed power with and without the vehicle model clearly indicates the need of using the former.


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