Download or read book Collision Detection in Interactive 3D Environments written by Gino van den Bergen and published by CRC Press. This book was released on 2003-10-27 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the f
Download or read book Open World Collision Detection in Computer Games Development UTeM Press written by Hamzah Asyrani Sulaiman and published by UTeM Press. This book was released on 2020-01-09 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: Open world games have tremendously become a demanding criterion for computer games development as user be able to freely roam through land and sea virtually. One of the elements involving computer games development is to bring applicable real-time collision detection for each object. Collision detection required sophisticated process of using hierarchical approach of Bounding-Volume Hierarchies (BVH) for detecting procedure. BVH is one of the most challenging issues in collision detection area that critically undergoing multiple splitting process. Splitting process requires an object with their set of triangles to be split into two parts using binary type tree. It is very crucial to make sure that the BVH tree construction is always in balanced as the speed of BVH tree traversal algorithm is dropped for unbalanced tree. In this thesis, we introduced Spatial Object Median Splitting (SOMS) to enhance the capability of BVH construction. Hence, SOMS creates an optimum level of BVH where most leaf nodes that was bounded with AABB contained one triangle compared to Spatial Median technique. From the BVH construction experiments, SOMS managed to perform faster as compared to other common technique. Furthermore, experiment to create one BV one triangle also showed that SOMS produced more nodes. As a conclusion, BVH can easily be constructed using SOMS approach together to create higher level of balanced tree for collision detection.
Download or read book Computer Vision and Computer Graphics Theory and Applications written by José Braz and published by Springer Science & Business Media. This book was released on 2008-12-05 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes selected papers from VISIGRAPP 2007, the Joint Conference on Computer Vision and Computer Graphics, comprising two component conferences, namely, the International Conference on Computer Vision Theory and Applications (VISAPP) and the International Conference on Computer Graphics Theory and App- cations (GRAPP), held in Barcelona, Spain, during March 8–11, 2007. We received quite a high number of paper submissions: 382 in total for both conf- ences. We had contributions from more than 50 countries in all five continents. This confirms the success and global dimension of these jointly organized conferences. After a rigorous double-blind evaluation method, a total of 78 submissions were accepted as full papers. From those, 18 got selected for inclusion in this book. To ensure the sci- tific quality of the contributions, these were selected from papers that were evaluated with the highest scores by the VISIGRAPP Program Committee members and then they were extended and revised by the authors. Special thanks go to all contributors and re- rees, without whom this book would not have been possible. VISIGRAPP 2007 included four invited keynote lectures, presented by internati- ally recognized researchers. The presentations represented an important contribution to increasing the overall quality of the conference. We would like to express our - preciation to all invited keynote speakers, in alphabetical order: Jake K. Aggarwal (The University of Texas at Austin/USA), André Gagalowicz (INRIA/France), Wo- gang Heidrich (University of British Columbia/Canada), Mel Slater (Universitat Politècnica de Catalunya/Spain).
Download or read book New Geometric Data Structures for Collision Detection and Haptics written by René Weller and published by Springer Science & Business Media. This book was released on 2013-07-12 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Starting with novel algorithms for optimally updating bounding volume hierarchies of objects undergoing arbitrary deformations, the author presents a new data structure that allows, for the first time, the computation of the penetration volume. The penetration volume is related to the water displacement of the overlapping region, and thus corresponds to a physically motivated and continuous force. The practicability of the approaches used is shown by realizing new applications in the field of robotics and haptics, including a user study that evaluates the influence of the degrees of freedom in complex haptic interactions. New Geometric Data Structures for Collision Detection and Haptics closes by proposing an open source benchmarking suite that evaluates both the performance and the quality of the collision response in order to guarantee a fair comparison of different collision detection algorithms. Required in the fields of computer graphics, physically-based simulations, computer animations, robotics and haptics, collision detection is a fundamental problem that arises every time we interact with virtual objects. Some of the open challenges associated with collision detection include the handling of deformable objects, the stable computation of physically-plausible contact information, and the extremely high frequencies that are required for haptic rendering. New Geometric Data Structures for Collision Detection and Haptics presents new solutions to all of these challenges, and will prove to be a valuable resource for researchers and practitioners of collision detection in the haptics, robotics and computer graphics and animation domains.
Download or read book Simulations Serious Games and Their Applications written by Yiyu Cai and published by Springer Science & Business Media. This book was released on 2013-11-08 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
Download or read book Real Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Download or read book Human Motion written by Bodo Rosenhahn and published by Springer Science & Business Media. This book was released on 2007-10-24 with total page 628 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book which informs about recent progress in biomechanics, computer vision and computer graphics – all in one volume. Researchers from these areas have contributed to this book to promote the establishment of human motion research as a multi-facetted discipline and to improve the exchange of ideas and concepts between these three areas. The book combines carefully written reviews with detailed reports on recent progress in research.
Download or read book Vision Modeling and Visualization written by and published by . This book was released on 2003 with total page 640 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Ubiquitous Information Technologies and Applications written by Youn-Hee Han and published by Springer Science & Business Media. This book was released on 2012-11-28 with total page 864 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent advances in electronic and computer technologies have paved the way for the proliferation of ubiquitous computing and innovative applications that incorporate these technologies. This proceedings book describes these new and innovative technologies, and covers topics like Ubiquitous Communication and Networks, Security Systems, Smart Devices and Applications, Cloud and Grid Systems, Service-oriented and Web Service Computing, Embedded Hardware and Image Processing and Multimedia.
Download or read book Game Physics Pearls written by Gino van den Bergen and published by CRC Press. This book was released on 2010-07-23 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical
Download or read book Real Time Collision Detection written by Christer Ericson and published by CRC Press. This book was released on 2004-12-22 with total page 634 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virt
Download or read book Applications of Evolutionary Computing written by Franz Rothlauf and published by Springer Science & Business Media. This book was released on 2006-03-31 with total page 835 pages. Available in PDF, EPUB and Kindle. Book excerpt: EvoWorkshops 2006, of which this volume contains the proceedings, was held in Budapest, Hungary, on April 10–12, 2006, jointly with EuroGP 2006 and EvoCOP 2006.
Download or read book Digital Sport for Performance Enhancement and Competitive Evolution Intelligent Gaming Technologies written by Pope, Nigel and published by IGI Global. This book was released on 2009-05-31 with total page 413 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training.
Download or read book Real time Simulation and Visualization of deformable Objects written by Joachim Georgii and published by GRIN Verlag. This book was released on 2008-08-06 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: Doctoral Thesis / Dissertation from the year 2007 in the subject Computer Science - Applied, grade: 1,0, Technical University of Munich (Institut für Informatik), language: English, abstract: In this thesis, I present a framework for physical simulation and visualization of deformable volumetric bodies in real time. Based on the implicit finite element method a multigrid approach for the efficient numerical simulation of elastic materials has been developed. Due to the optimized implementation of the multigrid scheme, 200,000 elements can be simulated at a rate of 10 time steps per second. The approach enables realistic and numerically stable simulation of bodies that are described by tetrahedral or hexahedral grids. It can efficiently simulate heterogeneous bodies—i.e., bodies that are composed of material with varying stiffness—and includes linear as well as non-linear material laws. To visualize deformable bodies, a novel rendering method has been developed on programmable graphics hardware. It includes the efficient rendering of surfaces as well as interior volumetric structures. Both the physical simulation framework and the rendering approach have been integrated into a single simulation support system. Thereby, available communication bandwidths have been efficiently exploited. To enable the use of the system in practical applications, a novel approach for collision detection has been included. This approach allows one to handle geometries that are deformed or even created on the graphical subsystem.
Download or read book Graphical Simulation of Deformable Models written by Jianping Cai and published by Springer. This book was released on 2016-12-20 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers dynamic simulation of deformable objects, which is one of the most challenging tasks in computer graphics and visualization. It focuses on the simulation of deformable models with anisotropic materials, one of the less common approaches in the existing research. Both physically-based and geometrically-based approaches are examined. The authors start with transversely isotropic materials for the simulation of deformable objects with fibrous structures. Next, they introduce a fiber-field incorporated corotational finite element model (CLFEM) that works directly with a constitutive model of transversely isotropic material. A smooth fiber-field is used to establish the local frames for each element. To introduce deformation simulation for orthotropic materials, an orthotropic deformation controlling frame-field is conceptualized and a frame construction tool is developed for users to define the desired material properties. The orthotropic frame-field is coupled with the CLFEM model to complete an orthotropic deformable model. Finally, the authors present an integrated real-time system for animation of skeletal characters with anisotropic tissues. To solve the problems of volume distortion and high computational costs, a strain-based PBD framework for skeletal animation is explained; natural secondary motion of soft tissues is another benefit. The book is written for those researchers who would like to develop their own algorithms. The key mathematical and computational concepts are presented together with illustrations and working examples. It can also be used as a reference book for graduate students and senior undergraduates in the areas of computer graphics, computer animation, and virtual reality. Academics, researchers, and professionals will find this to be an exceptional resource.
Download or read book Virtual Technologies for Business and Industrial Applications Innovative and Synergistic Approaches written by Rao, N. Raghavendra and published by IGI Global. This book was released on 2010-07-31 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides research related to the concept of virtual reality and developing business models using this concept"--Provided by publisher.
Download or read book Geometric Data Structures for Computer Graphics written by Elmar Langetepe and published by A K Peters/CRC Press. This book was released on 2006 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on algorithms and geometric data structures that have proven to be versatile, efficient and fundamental. It endows practitioners in the computer graphics field with a working knowledge of a wide range of geometric data structures from computational geometry.