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Book Interactive Collision Detection Between Multiple 3D Objects in Large Complex Environments Using Graphics Hardware and Voxelization

Download or read book Interactive Collision Detection Between Multiple 3D Objects in Large Complex Environments Using Graphics Hardware and Voxelization written by Sumit Sukhramani and published by . This book was released on 2006 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: This thesis presents an approach which uses parallel computation for fast and interactive collision detection between multiple 3D objects in large environments using graphics hardware.

Book Collision Detection in Interactive 3D Environments

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

Book New Geometric Data Structures for Collision Detection and Haptics

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.

Book Real Time Collision Detection

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, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming. Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.

Book A Framework for Realtime 3 D Reconstruction by Space Carving Using Graphics Hardware

Download or read book A Framework for Realtime 3 D Reconstruction by Space Carving Using Graphics Hardware written by Christian Nitschke and published by diplom.de. This book was released on 2007-03-05 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: Inhaltsangabe:Introduction: Reconstruction of real-world scenes from a set of multiple images is a topic in Computer Vision and 3D Computer Graphics with many interesting applications. There is a relation to Augmented and Mixed Reality (AR/MR), Computer-Supported Collaborative Work (CSCW), Computer-Aided industrial/architectural Design (CAD), modeling of the real-world (e.g. computer games, scenes/effects in movies), entertainment (e.g. 3D TV/Video) and recognition/analyzing of real-world characteristics by computer systems and robots. There exists a powerful algorithm theory for shape reconstruction from arbitrary viewpoints, called shape from photo-consistency. However, it is computationally expensive and hence can not be used with applications in the field of 3D video or CSCW as well as interactive 3D model creation. Attempts have been made to achieve real-time framerates using PC cluster systems. While these provide enough performance they are also expensive and less flexible. Approaches that use GPU hardware-acceleration on single workstations achieve interactive framerates for novel-view synthesis, but do not provide an explicit volumetric representation of the whole scene. The proposed approach shows the efforts in developing a GPU hardware-accelerated framework for obtaining the volumetric photo hull of a dynamic 3D scene as seen from multiple calibrated cameras. High performance is achieved by employing a shape from silhouette technique in advance to obtain a tight initial volume for shape from photo-consistency. Also several speed-up techniques are presented to increase efficiency. Since the entire processing is done on a single PC, the framework can be applied to mobile setups, enabling a wide range of further applications. The approach is explained using programmable vertex and fragment processors and compared to highly optimized CPU implementations. It is shown that the new approach can outperform the latter by more than one magnitude. The thesis is organized as follows: Chapter 1 contains an introduction, giving an overview with classification of related techniques, statement of the main problem, novelty of the proposed approach and its fields of application. Chapter 2 surveys related work in the area of dynamic scene reconstruction by shape from silhouette and shape from photo-consistency. The focus lies on high performance reconstruction and hardware-acceleration. Chapter 3 introduces the theoretical basis for the proposed [...]

Book Progressive Transmission and Multi resolution Collision Detection of Polygonal Meshes in Virtual Environments

Download or read book Progressive Transmission and Multi resolution Collision Detection of Polygonal Meshes in Virtual Environments written by Peiran Liu and published by . This book was released on 2006 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Papers of the 11e congres Inqua

Download or read book Papers of the 11e congres Inqua written by and published by . This book was released on 1982 with total page 47 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Collision Detection of Polygonal Objects at Interactive Rates

Download or read book Collision Detection of Polygonal Objects at Interactive Rates written by Scott Edward Walter and published by . This book was released on 1985 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Spherical Techniques and their Applications in a Scene Graph System  Collision Detection and Occlusion Culling

Download or read book Spherical Techniques and their Applications in a Scene Graph System Collision Detection and Occlusion Culling written by and published by Cuvillier Verlag. This book was released on 2007-01-09 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: For physical simulation and a natural interaction with models in virtual environments the detection of collisions is an enabling technology. In this thesis a full system for collision detection is demonstrated, which incorporates classic and new approaches. Due to the wealth of different model representations this work concentrates on polygonal models and on Catmull-Clark subdivision surfaces for freeform models, which are also available in the scene graph system OpenSG. Concerning model changes this work covers movements (translations, rotations, scalings) and topology-preserving deformations. Besides bounding volume hierarchies this thesis covers alternative approaches using spherical model representations. With these representations model rotations and model scalings can be handled easily. The first representation as a hierarchical spherical distance field samples the model in a regular way. The resulting algorithm for collision detection is efficient and allows for flexible collision information. Additionally, the hierarchical distance field can be compressed and decompressed without considerably compromising the runtime. For deformations, the theory of spherical Bézier surfaces allows to compute a spherical approximation of a polygonal model for a fixed spherical triangulation. In this work a spherical Bézier representation has been used for the first time to prevent further consideration of large model parts during collision detection of deformable models. For Catmull-Clark subdivision surfaces, our contribution is a Bézier approximation for surface patches. This has the advantage that patchwise distances can be computed with well-known numerical algorithms, and compact, convex bounding volumes can be generated for surface parts as required for collision detection. Finally, new optimizations of occlusion culling are presented as an important technique for rendering time improvement in the scene graph system OpenSG.

Book Interactive Collision Detection for Molecular Graphics

Download or read book Interactive Collision Detection for Molecular Graphics written by Greg Turk and published by . This book was released on 1989 with total page 70 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Scalable Real time Rendering for Extremely Complex 3D Environments Using Multiple GPUs

Download or read book Scalable Real time Rendering for Extremely Complex 3D Environments Using Multiple GPUs written by Yangzi Dong and published by . This book was released on 2020 with total page 119 pages. Available in PDF, EPUB and Kindle. Book excerpt: "In 3D visualization, real-time rendering of high-quality meshes in complex 3D environments is still one of the major challenges in computer graphics. New data acquisition techniques like 3D modeling and scanning have drastically increased the requirement for more complex models and the demand for higher display resolutions in recent years. Most of the existing acceleration techniques using a single GPU for rendering suffer from the limited GPU memory budget, the time-consuming sequential executions, and the finite display resolution. Recently, people have started building commodity workstations with multiple GPUs and multiple displays. As a result, more GPU memory is available across a distributed cluster of GPUs, more computational power is provided throughout the combination of multiple GPUs, and a higher display resolution can be achieved by connecting each GPU to a display monitor (resulting in a tiled large display configuration). However, using a multi-GPU workstation may not always give the desired rendering performance due to the imbalanced rendering workloads among GPUs and overheads caused by inter-GPU communication. In this dissertation, I contribute a multi-GPU multi-display parallel rendering approach for complex 3D environments. The approach has the capability to support a high-performance and high-quality rendering of static and dynamic 3D environments. A novel parallel load balancing algorithm is developed based on a screen partitioning strategy to dynamically balance the number of vertices and triangles rendered by each GPU. The overhead of inter-GPU communication is minimized by transferring only a small amount of image pixels rather than chunks of 3D primitives with a novel frame exchanging algorithm. The state-of-the-art parallel mesh simplification and GPU out-of-core techniques are integrated into the multi-GPU multi-display system to accelerate the rendering process."--Abstract.

Book Collision Detection and Merging of Deformable B spline Surfaces in Virtual Reality Environment

Download or read book Collision Detection and Merging of Deformable B spline Surfaces in Virtual Reality Environment written by Harish Pungotra and published by . This book was released on 2010 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: This thesis presents a computational framework for representing, manipulating and merging rigid and deformable freeform objects in virtual reality (VR) environment. The core algorithms for collision detection, merging, and physics-based modeling used within this framework assume that all 3D deformable objects are B-spline surfaces. The interactive design tool can be represented as a B-spline surface, an implicit surface or a point, to allow the user a variety of rigid or deformable tools. The collision detection system utilizes the fact that the blending matrices used to discretize the B-spline surface are independent of the position of the control points and, therefore, can be pre-calculated. Complex B-spline surfaces can be generated by merging various B-spline surface patches using the B-spline surface patches merging algorithm presented in this thesis. Finally, the physics-based modeling system uses the mass-spring representation to determine the deformation and the reaction force values provided to the user. This helps to simulate realistic material behaviour of the model and assist the user in validating the design before performing extensive product detailing or finite element analysis using commercially available CAD software. The novelty of the proposed method stems from the pre-calculated blending matrices used to generate the points for graphical rendering, collision detection, merging of B-spline patches, and nodes for the mass spring system. This approach reduces computational time by avoiding the need to solve complex equations for blending functions of B-splines and perform the inversion of large matrices. This alternative approach to the mechanical concept design will also help to do away with the need to build prototypes for conceptualization and preliminary validation of the idea thereby reducing the time and cost of concept design phase and the wastage of resources.

Book Haptic Rendering

    Book Details:
  • Author : Ming C. Lin
  • Publisher : CRC Press
  • Release : 2008-07-25
  • ISBN : 1439865140
  • Pages : 623 pages

Download or read book Haptic Rendering written by Ming C. Lin and published by CRC Press. This book was released on 2008-07-25 with total page 623 pages. Available in PDF, EPUB and Kindle. Book excerpt: For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering algorithms

Book The 15th International Conference on Biomedical Engineering

Download or read book The 15th International Conference on Biomedical Engineering written by James Goh and published by Springer Science & Business Media. This book was released on 2013-11-18 with total page 998 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents the processing of the 15th ICMBE held from 4th to 7th December 2013, Singapore. Biomedical engineering is applied in most aspects of our healthcare ecosystem. From electronic health records to diagnostic tools to therapeutic, rehabilitative and regenerative treatments, the work of biomedical engineers is evident. Biomedical engineers work at the intersection of engineering, life sciences and healthcare. The engineers would use principles from applied science including mechanical, electrical, chemical and computer engineering together with physical sciences including physics, chemistry and mathematics to apply them to biology and medicine. Applying such concepts to the human body is very much the same concepts that go into building and programming a machine. The goal is to better understand, replace or fix a target system to ultimately improve the quality of healthcare. With this understanding, the conference proceedings offer a single platform for individuals and organizations working in the biomedical engineering related field to gather and network with each other in so doing create the catalyst for future development of biomedical engineering in Asia.