Efficient Collision Detection Based on Hybrid Bounding Volumes

2012 ◽  
Vol 472-475 ◽  
pp. 2608-2611 ◽  
Author(s):  
Yan Bin Zheng ◽  
Ling Yun Guo ◽  
Jing Jing Liu

The collision detection in virtual scene can effectively improve the fidelity of virtual reality, however, the existing collision detection algorithm are not fully ideal. In this paper, a collision detection optimization algorithm based on hybrid bounding volumes is presented to improve the real-time ability of bounding volumes collision detection. The algorithm combines the simplicity of AABB-AABB overlap test with the tightness of k-dops. Bounding volumes binary trees of the objects are designed as double-layered structure, which employ AABBs at the top layer, and k-dops at other layers. The intersection test uses different methods to detect the contact status among objects. Quest tree method is used to speed up the algorithm. Experiment results show that the algorithm above is efficient in improving the real-time and accuracy of collision detecting.

2013 ◽  
Vol 433-435 ◽  
pp. 932-935
Author(s):  
Wei Zhao ◽  
Li Ming Ye

In order to improve the real-time and accuracy in the collision detection technology, a collision detection algorithm based on spatial partitioning and bounding volume was proposed . This algorithm adopted different spatial division strategies for different locations of the spaces according to the details in the scenes to exclude objects which can not intersect.Thus defined the potential intersection areas. Then we used a dynamic S-AABB hierarchy bounding boxes to test whether the intersection happened between the objects in the same grids. We used the sphere boxes to rule out the disjoint objects quickly. Then constructed the dynamic AABB bounding boxes trees for the rest of objects for further intersection test. At last, we improved the traditional overlapping test between the primitives for accurate collision detection . Compared to the traditional collision detection algorithm based on spatial partitioning and AABB bounding volume. This algorithm effectively improves the real-time of the collision detection without affecting the accuracy of original collision detection.


2013 ◽  
Vol 846-847 ◽  
pp. 1372-1375
Author(s):  
Wei Zhao ◽  
Li Ming Ye

An optimized collision detection algorithm based on dynamic bounding volume tree is proposed in this paper. First this algorithm adopts spatial division to exclude objects which cant intersect to define the potential intersection areas. Then use a new dynamic OBB bounding volume tree to test whether the intersection happened between the objects in the same grid. At last, this algorithm improves the traditional overlapping test between the primitives for accurate collision detection to accelerate the detection between objects. Compared to the traditional collision detection algorithm based on OBB bounding volume. This algorithm can effectively improve the real-time of the collision detection without affecting the accuracy of original collision detection.


2015 ◽  
Vol 738-739 ◽  
pp. 863-866 ◽  
Author(s):  
Ai Ling Qi ◽  
Huan Wang ◽  
Hai Yan Wu ◽  
Hong Wei Ma

On account of the dangerousness of coal mining, the remote virtual control of coal-cutting machinery is the development direction of coal mine automation, and collision detection is a crucial technology of virtual reality system. In order to solve the problems about through the wall during virtual scene walkthrough in virtual control of coal-cutting machinery, this paper has researched collision detection algorithm, according to the characteristics of coalface and virtual reality system scene, taking advantage of hierarchical bounding volumes algorithm to solve the collision detection problems of coalface in virtual reality system. And it has compiled the algorithm by applying SDK of Quest3D software. Research results show that, realization of the collision detection algorithm has solved scene roaming simulation degree and the speed of the system in coalface virtual scene walkthrough.


2014 ◽  
Vol 687-691 ◽  
pp. 3893-3896
Author(s):  
Ming Quan Wang ◽  
Wei Zhao ◽  
Hui Yan Qu

In order to improve the speed of collision detection between objects in the large-scale and complex scene, this paper proposed an improved collision detection algorithm based on GPU, In this method, we first divided the virtual space into several grids to rule out the impossible intersecting objects rapidly using the GPU acceleration technology; secondly, we adopted parallel technology to build K - DOP bounding boxes for the objects in the same grids and then detected whether the K - DOP bounding boxes intervene or collide to conform the potential colliding primitive pairs; Finally we traveled the final triangle intersection tests on GPU. Compared to the traditional K-DOP compared bounding box collision detection, The algorithm can effectively improve the real-time collision detection.


2013 ◽  
Vol 433-435 ◽  
pp. 936-939 ◽  
Author(s):  
Xue Jing Ding

To enhance the real-time and accuracy of collision detection in virtual environment, introduces oriented bounding box (OBB) technology of hierarchical bounding box collision detection algorithm:construction of bounding box, generation of bounding box tree, implementation of collision detection algorithm,overlap judgement of bounding box. Collision detection algorithm based on OBB in this article is applied to solve the problem of collision detection between rigid bodies.


2010 ◽  
Vol 34-35 ◽  
pp. 497-501 ◽  
Author(s):  
Juan Xiu Tian ◽  
Zhi Liao ◽  
Lei Xiao

Efficient and exact collision detection is important to improve reality and enhance immersion of virtual environment of NC(numerical control) lathe system. We introduce two techniques to improve efficiency and speed up the collision detection process. First, we adopt a spatial partitioning system and bounding volumes hierarchies to reduce the number of potential colliding polygons. Octree structure has been adopted to describe the partitioned object. Second, according to the feature of NC lathe system ,we exploit cylinders to simulate the workpieces. The experiments testify that the algorithm accelerates the velocity of collision detection and ensures the real_time requirement of collision detection in virtual dynamic processing environment.


2014 ◽  
Vol 945-949 ◽  
pp. 1837-1841
Author(s):  
Mei Hua Xu ◽  
Huai Meng Zheng ◽  
Chen Jun Xia

Pedestrian detection has a broad application prospect in automotive assisting driving system, but the real time performance is very poor in most common used detection methods. This paper presents a fast algorithm to realize the real-time pedestrian detection. The Local Binary Patterns (LBP) is used to describe the local texture information with the feature of less calculation, the HOG classifier to extract a typical feature of pedestrian’s edge, and then SVM to train and classify on the databases of INRIA and MIT. While scanning the images, interest regions are extracted to speed up the detection. Series of experiment results shows that the proposed pedestrian detecting strategy is effective and efficient.


Author(s):  
Gabriel Zachmann

Collision detection is one of the enabling technologies in many areas, such as virtual assembly simulation, physically-based simulation, serious games, and virtual-reality based medical training. This chapter will provide a number of techniques and algorithms that provide efficient, real-time collision detection for virtual objects. They are applicable to various kinds of objects and are easy to implement.


2013 ◽  
Vol 380-384 ◽  
pp. 919-922
Author(s):  
Chen Xia Guo ◽  
Rui Feng Yang

The paper discusess mainly how to accurately measure the real-time length of fiber optic gyroscope sensing coil (fiber coil) in the process of FOG coil winding. First, using the improved moving target detection algorithm to process the fiber images collected by machine vision. Secondly, using software algorithm to calculate the real-time radius of fiber winding. Finaly, combining the incremental optical encoder with real-time radius to calculate real-time winding length of fiber coil.


2012 ◽  
Vol 162 ◽  
pp. 352-357 ◽  
Author(s):  
Raluca Elena Sofronia ◽  
Arjana Davidescu ◽  
George Gustav Savii

Bone sawing skill demands a high level of dexterity from the surgeon that can be achieved only with a lot of training. Sawing is a basic skill required in many procedures, such as: osteotomy, ostectomy, amputation and arthroplasty surgery. Inefficient sawing can lead in orthognathic surgery to nerve lesion, bad split and non-union. Using virtual reality technology this complications can be reduced, by training the students on simulators until they assimilate the skill. This paper presents an early prototype for a bone sawing simulator in orthognathic surgery. A voxel-based mandible model obtained from a Computer Tomography is cut by removing the voxels that are inside the saw blade. The collision detection is based on hierarchical bounding volumes. The removal process is observed both visually and haptically.


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