نتایج جستجو برای: bounding volume

تعداد نتایج: 323352  

Journal: :Comput. Graph. Forum 2013
Jirí Bittner Michal Hapala Vlastimil Havran

We present an algorithm for fast optimization of bounding volume hierarchies (BVH) for efficient ray tracing. We perform selective updates of the hierarchy driven by the cost model derived from the surface area heuristic. In each step the algorithm updates a fraction of the hierarchy nodes in order to minimize the overall hierarchy cost. The updates are realized by simple operations on the tree...

Journal: :Comput. Graph. Forum 2010
Jingliang Peng Yan Huang C.-C. Jay Kuo Ilya Eckstein Meenakshisundaram Gopi

A feature-oriented generic progressive lossless mesh coder (FOLProM) is proposed to encode triangular meshes with arbitrarily complex geometry and topology. In this work, a sequence of levels of detail (LODs) are generated through iterative vertex set split and bounding volume subdivision. The incremental geometry and connectivity updates associated with each vertex set split and/or bounding vo...

2015
Dirk Feldmann

Efficient ray tracing for rendering needs to minimize the number of redundant intersection tests between rays and geometric primitives. Hence, ray tracers usually employ spatial indexes to organize the scene to be rendered. The most popular ones for this purpose are currently kd-trees and bounding volume hierarchies, for they have been found to yield best performances and can be adapted to cont...

2011
Eduardo Roa Víctor Theoktisto Marta Fairén Isabel Navazo

We derive a conformal algebra treatment unifying all types of collisions among points, vectors, areas (defined by bivectors and trivectors) and 3D solid objects (defined by trivectors and quadvectors), based in a reformulation of collision queries from R3 to conformal R4,1 space. The algebraic formulation in this 5D space is then implemented in GPU to allow faster parallel computation queries. ...

1996
James T. Klosowski Karel Zikan

{ Collision detection is of paramount importance for many applications in computer graphics and visualization. Typically, the input to a collision detection algorithm is a large number of geometric objects comprising an environment, together with a set of objects moving within the environment. In addition to determining accurately the contacts that occur between pairs of objects, one needs also...

2002
Johannes Mezger Stefan Kimmerle Olaf Etzmuß

In the animation of deformable objects, collision detection and response are crucial for the performance. Contrary to volumetric bodies, the accuracy requirements for the collision treatment of textiles are particularly strict because any overlapping is visible. Therefore, we apply methods specifically designed for deformable surfaces that speed up the collision detection. In this paper the eff...

2001
Peng Qunsheng

* Supported by National Natural Science Foundation of China and Excellent Young Teacher Foundation of Education Ministry of China. Abstract One of the key problems with current interactive virtual environments is real-time collision detection. In this paper, a parallel algorithm for realtime, exact collision detection is presented. The approach adopts a hierarchical adaptive space subdivision s...

2009
Norhaida Mohd Suaib Abdullah Bade Dzulkifli Mohamad Hamzah Asyrani Sulaiman

One of the most important aspects in interactive virtual environment applications is maintaining interactive frame rates while providing realistic and believable experience. Due to this fact, collision detection for interactive virtual environment applications acts as an important part of the system. However, due to its computationally intensive nature, collision detection can become a bottlene...

2006
Gabriel Zachmann Rene Weller

We present novel algorithms for updating bounding volume hierarchies of objects undergoing arbitrary deformations. Therefore, we introduce two new data structures, the kinetic AABB tree and the kinetic BoxTree. The event-based approach of the kinetic data structures framework enables us to show that our algorithms are optimal in the number of updates. Moreover, we show a lower bound for the tot...

1999
Eric Larsen Stefan Gottschalk Ming C. Lin Dinesh Manocha

We present novel algorithms for fast proximity queries using swept sphere volumes. The set of proximity queries includes collision detection and both exact and approximate separation distance computation. We introduce a new family of bounding volumes that correspond to a core primitive shape grown outward by some o set. The set of core primitive shapes includes a point, line, and rectangle. Thi...

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