نتایج جستجو برای: bounding volume
تعداد نتایج: 323352 فیلتر نتایج به سال:
Intersection algorithms are very important in computation of geometrical problems. An intersection of a line with linear or quadratic surfaces is well done, however a line intersection with other surfaces is more complex and time consuming. In this case the object is usually closed into a simple bounding volume to speed up the cases when the given line cannot intersect the given object. In this...
We present a novel, compact bounding volume hierarchy, TSS BVH, for ray tracing subdivision surfaces computed by the Catmull-Clark scheme. We use Tetrahedron Swept Sphere (TSS) as a bounding volume to tightly bound limit surfaces of such subdivision surfaces given a user tolerance. Geometric coordinates defining our TSS bounding volumes are implicitly computed from the subdivided mesh via a sim...
We present a new algorithm for a molecular pass planning through a circle. Our algorithm can solve the given problem with the significant improvement of accuracy for arbitrary shaped molecules in comparison with the method using a minimal bounding sphere. This accuracy is gained by eliminating the overestimation of the substrate size by the bounding volume approaches. Our approach is particular...
This paper describes a simple and straight forward implementation of Axis-Aligned Bounding-Box (AABB) for OpenGL 3-Dimensional (3D) virtual environment for games and simulation purpose. The implementation of AABB is conducted in OpenGL graphic library version 1.2 with C++ programming language by using Visual C++. The implementation could help young and begineer computer graphics student to mast...
Grids have some of the lowest ray tracing acceleration structure build times. This is because acceleration structure construction is analogous to a sorting algorithm. The ideal behavior for a sorting algorithm is to have O(N) time complexity regarding the number of elements. Grids also have O(N) construction time complexity regarding the number of primitives unlike other commonly used accelerat...
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 ooset. The set of core primitive shapes includes a point, line, and rectangle. Thi...
In this paper, we propose a new dynamic and efficient bounding volume hierarchy for breakable objects undergoing structured and/or unstructured motion. Our object–space method is based on different ways to incrementally update the hierarchy during simulation by exploiting temporal coherence and lazy evaluation techniques. This leads to significant advantages in terms of execution speed. Further...
Raytracing of dynamic scenes requires not only fast ray traversal, but also fast update of acceleration structures. Fast ray traversal is usually achieved through traversing several rays at once in a packet. Update of acceleration structure can be done by gradually refitting the structure or by rebuilding it from the scratch every frame. The latter approach puts no requirements on amount or beh...
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 t...
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