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Collision detection for interactive graphics applications.

机译:交互式图形应用程序的碰撞检测。

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Solid objects in the real world do not pass through each other when they collide. Enforcing this property of "solidness" is important in many interactive graphics applications, such as vehicle simulators and virtual realities. These applications use a collision-detection algorithm to enforce the solidness of objects. Unfortunately, previous collision-detection algorithms cannot address the needs of interactive applications. To work in these applications, a collision-detection algorithm must run at real-time rates, even when many objects can collide, and it must tolerate objects whose motion is specified on-the-fly by a user.; This dissertation describes a new collision-detection algorithm that meets these criteria through approximation and graceful degradation, elements of time-critical computing. The algorithm is not only fast but also interruptible, allowing an application to trade accuracy for speed as needed. The algorithm uses two forms of approximate geometry. The first is a four-dimensional structure called a space-time bound. By approximating how objects move through time, space-time bounds let the algorithm focus on likely collisions. The second geometric approximation is a sphere-tree. This hierarchy of spheres approximates the three-dimensional shape of an object at multiple levels of detail. Sphere-trees allow the algorithm to quickly find approximate contacts between objects, with the application controlling the level of accuracy.; Automatically building sphere-trees is an interesting problem in itself, and this dissertation describes several approaches. The simplest approach uses octrees, and more sophisticated approaches use simulated annealing and approximate medial-axis surfaces. Several steps in these algorithms are themselves significant. One is a simple algorithm for checking whether a union of two-dimensional shapes cover a polygon. Another builds Voronoi diagrams for three-dimensional data more robustly and accurately than previous approaches.; An implementation of the collision-detection algorithm allows real-time performance in a sample application which is too slow with previous algorithms. In some cases, performance improves by more than two orders of magnitude. Experience with this sample application suggests that time-critical computing is not trivial to apply, but it provides enough benefits that it deserves further exploration in other contexts.
机译:现实世界中的固体物体碰撞时不会相互穿过。在许多交互式图形应用程序(例如,车辆模拟器和虚拟现实)中,增强“坚固性”的此属性很重要。这些应用程序使用碰撞检测算法来增强对象的坚固性。不幸的是,以前的碰撞检测算法不能满足交互式应用程序的需求。为了在这些应用中工作,即使许多物体可能发生碰撞,碰撞检测算法也必须以实时速率运行,并且它必须能够容忍用户动态指定其运动的物体。本文介绍了一种新的碰撞检测算法,该算法通过时间紧迫性计算的近似和平稳降阶来满足这些标准。该算法不仅快速而且可中断,从而使应用程序可以根据需要以准确性为代价。该算法使用两种形式的近似几何。第一个是称为时空界限的四维结构。通过近似对象在时间中的移动方式,时空边界使算法专注于可能发生的碰撞。第二个几何近似是球树。球体的这种层次结构在多个细节级别上近似对象的三维形状。球树使算法可以快速找到对象之间的近似接触,而应用程序则控制精度级别。自动构建球体树本身就是一个有趣的问题,本文介绍了几种方法。最简单的方法是使用八叉树,更复杂的方法是使用模拟退火和近似中间轴的表面。这些算法中的几个步骤本身很重要。一种是用于检查二维形状的并集是否覆盖多边形的简单算法。另一个比以前的方法更强大,更准确地构建了三维数据的Voronoi图。碰撞检测算法的实现允许在示例应用程序中实现实时性能,而以前的算法太慢了。在某些情况下,性能提高了两个数量级以上。该示例应用程序的经验表明,对时间要求苛刻的计算并不是很容易应用,但它提供了足够的好处,值得在其他情况下进行进一步的探索。

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