نتایج جستجو برای: bounding volume

تعداد نتایج: 323352  

Journal: :Comput. Graph. Forum 2005
Ladislav Kavan Jirí Zára

We present a new method of collision detection for models deformed by linear blend skinning. The linear blend skinning (also known as skeleton-subspace deformation, vertex-blending, or enveloping) is a popular method to animate believable organic models. We consider an exact collision detection based on a hierarchy of bounding spheres. The main problem with this approach is the update of boundi...

Journal: :JVRB 2010
Martin Reichl Robert Dünger Alexander Schiewe Thomas Klemmer Markus Hartleb Christopher Lux Bernd Fröhlich

This paper presents the design and implementation of a GPU-based ray tracing system for dynamic scenes consisting of a set of individual, non-deformable objects. The triangles of each object are organized in a separate Kd-tree. A bounding volume hierarchy (BVH) is built on top of these Kd-trees. The BVH is updated and uploaded into GPU memory on a frame-by-frame basis, whereas the Kd-trees are ...

Journal: :J. Graphics Tools 2006
David Cline Kevin L. Steele Parris K. Egbert

This paper presents a memory-efficient auxiliary data structure for ray tracing called a lightweight bounding volume hierarchy, or LBVH. The new data structure reduces memory requirements in three ways: using implicit indexing, limited precision numbers, and a high branching factor. We show that LBVHs can be nearly as effective as standard bounding volumes in terms of speed while using signific...

Journal: :Computer-Aided Design 2012
Alan Sullivan Hüseyin Erdim Ronald N. Perry Sarah F. Frisken

We describe a new approach to shape representation called a composite adaptively sampled distance field (composite ADF) and describe its application to NC milling simulation. In a composite ADF each shape is represented by an analytic or procedural signed Euclidean distance field and the milled workpiece is given as the Boolean difference between distance fields representing the original workpi...

Journal: :Comput. Graph. Forum 2006
Jeffrey Mahovsky Brian Wyvill

Bounding volume hierarchies (BVH) are a commonly-used method for speeding up ray tracing, but they can consume a large amount of memory for complex scenes. We present a new scheme for storing BVHs that reduces the storage requirements by up to 79%. This scheme has significant computational overhead, but this can be reduced to negligible levels by shooting bundles of rays through the BVH (cohere...

1999
Gordon Müller Stephan Schäfer Dieter W. Fellner

Using object clusters for hierarchical radiosity greatly improves the efficiency and thus usability of radiosity computations. By eliminating the quadratic starting phase very large scenes containing about 100k polygons can be handled efficiently. Although the main algorithm extends rather easily to using object clusters, the creation of ’good’ object hierarchies is a difficult task both in ter...

2006
René Weller Gabriel Zachmann

We present a new acceleration scheme for continuous collision detection of objects under arbitrary deformations. Both pairwise and self collision detection are presented. This scheme is facilitated by a new acceleration data structure, the kinetic separation list. The event-based approach of our kinetic separation list enables us to transform the continuous problem into a discrete one. Thus, th...

Journal: :Comput. Graph. Forum 2017
J. Hendrich Daniel Meister Jirí Bittner

We propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi-core CPU architectures. The algorithm constructs the BVH by a divisive top-down approach using a progressively refined cut of an existing auxiliary BVH. We propose a new strategy for refining the cut that significantly reduces the workload of individual steps of BVH construction. Additionally, we propo...

Journal: :Comput. Graph. Forum 2012
Martin Eisemann Pablo Bauszat Stefan Guthe Marcus A. Magnor

We present a new data structure for object space partitioning that can be represented completely implicitly. The bounds of each node in the tree structure are recreated at run-time from the scene objects contained therein. By applying a presorting procedure to the geometry, only a known fraction of the geometry is needed to locate the bounding planes of any node. We evaluate the impact of the i...

2014
Enrique Ayala Francisco A. Madera Francisco Moo-Mena

We investigate the performance of an algorithm to detect selfcollisions in a tubular object approximated by spheres. The approach utilizes the Bounding Volume Hierarchy (BVH) to arrange the spheres and it was implemented using sequential and parallel algorithms. The tubular object has a snake-like motion, and the algorithm calculates the closer pairs of spheres considering the hierarchy and the...

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