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  • 标题:THE CONSTRUCTION OF BALANCED BOUNDING-VOLUME HIERARCHIES USING SPATIAL OBJECT MEDIAN SPLITTING METHOD FOR COLLISION DETECTION
  • 本地全文:下载
  • 作者:Hamzah Asyrani Sulaiman ; Abdullah Bade
  • 期刊名称:International Journal of New Computer Architectures and their Applications
  • 印刷版ISSN:2220-9085
  • 出版年度:2011
  • 卷号:1
  • 期号:2
  • 页码:396-403
  • 出版社:Society of Digital Information and Wireless Communications
  • 摘要:Finding two or more contact points between rigid bodies simulation is always a fundamental task in virtual environment. Furthermore, the contact point needs to be accurately reported as soon as possible within 30-60 frames per second (fps) between moving polyhedral. This article introduced an efficient splitting method that is able to divide the bounding-volume of Axis Aligned Bounding-Box (AABB) hierarchies into a balanced tree. The construction of well-balanced tree will helps to improve the speed of the intersection between rigid bodies' objects. International Journal on New Computer Architectures and Their Applications (IJNCAA) 1(2): 396-403 The Society of Digital Information and Wireless Communications, 2011 (ISSN: 2220-9085) var currentpos,timer; function initialize() { timer=setInterval("scrollwindow()",10);} function sc(){clearInterval(timer); }function scrollwindow() { currentpos=document.body.scrollTop; window.scroll(0,++currentpos); if (currentpos != document.body.scrollTop) sc();} document.onmousedown=scdocument.ondblclick=initialize 397 involves component intersection checking have used the term collision detection itself. Collision detection is the critical component for simulated environment as it has been used to measure the realism between intersecting object in motion. Most researchers refer collision detection as an important tool for robotic, medical simulation, and computer games. Real-time simulation always tries to simulate the collision detection process as realistic as possible and thus the researchers have come out with numerous techniques in order to discuss between two or more intersected object. The collision detection consists of two parts, which are discrete collision detection and continuous collision detection. Compared to continuous collision detection (CCD), discrete collision detection (DCD) is much faster in term of collision checking while CCD is more accurate. These two attributes cannot share the same advantages as increasing speed will eventually decreasing the accuracy of collision detection. 2 RELATED WORKS Significant amount of studies have revealed that collision detection between two objects can be divided into two phases, which are broad phase and followed by narrow phase. [1] suggested that broad phase stands for the first phase of detecting object interference by checking which objects has collided. Next, narrow phase will be carried out to determine the exact collisions of both objects and which parts of this pairs has collided with detailed information. Apparently, there are many types of algorithm to detect object interference in virtual environment that can be used in urban simulation. According to [1], these algorithms are; feature-based algorithms, simplex based algorithms, image-space based algorithms, volume based algorithms and spatial data structures such as BVH[2-4] and space subdivision. Feature-based algorithms intend to work directly with the primitives of the objects. Image space based algorithm is computed by image-based occlusion queries that usually implement on the graphics hardware (GPU). Volume based algorithms seem to work just like an image space based algorithm. However, for simplex based algorithm, it uses only the vertex of corresponding object information in order to construct a sequence of convex hulls [1]. One of the most popular simplex-based algorithms is GJK (Gilbert-Johnson-Keerthi) that becomes one of the most effective methods for determining intersection between two polyhedral [5] . In 1994, [6] presented exact collision detection to be used in large-scaled environments. Algorithm presented by [7, 8] used two types of Axis-Aligned Bounding-Boxes (AABB) which is fixed size boxes and dynamically-resized bounding boxes (dynamic boxes). They used Voronoi diagram to find a closest feature pairs. Here, they characterized the environments by the objects in motion and the complexity of the models. Regular virtual environment may require the simulation to give user satisfaction of being able to navigate through the virtual environment but that does not apply to the large-scaled environment such as urban simulation that has thousands of objects in virtual world. Hence, performing accurate collision detection may consume long time just to check possible intersection area within objects in urban simulation. Thus leaving the International Journal on New Computer Architectures and Their Applications (IJNCAA) 1(2): 396-403 The Society of Digital Information and Wireless Communications, 2011 (ISSN: 2220-9085)
  • 关键词:Collision Detection; Bounding-Volume ; Hierarchies; Algorithm
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