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An Image-Space Approach for Collision Detection Between Multiple Volumes and a Surface

机译:用于多个体积和表面之间的碰撞检测的图像空间方法

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摘要

Collision detection has been studied for scenes containing only polygonal objects (surfaces) or only volumes. With the evolution of the graphics hardware, surfaces and volumes can be rendered together, demanding new challenges for the area of collision detection. In this order of ideas, the authors propose the first approach for volume-surface collision detection, with GPU support. A mapping from surface space to texture space is established, such as each mesh fragment has a 3D texture coordinate. The volume-surface collision is tested in thefragmentshader, verifying if a surface fragment is texturizedwith an opaque voxel. OpenGL® occlusion query extension is used to count the number of mesh fragments colliding with the volume. Since one surface can be texturizedwith multiple volume textures, the authors 'approach is naturally extended to discard collision between one surface and several volumes in a single pass, with a minimum impact in the rendering time. The authors 'tests reveal that collision between thousands of volume-mesh pairs can be evaluated in one second, showing that our solution is ideal for real-time applications.
机译:对于仅包含多边形对象(表面)或仅包含体积的场景,已经研究了碰撞检测。随着图形硬件的发展,曲面和体积可以一起渲染,这对碰撞检测领域提出了新的挑战。按照这种思路,作者提出了在GPU支持下进行体积表面碰撞检测的第一种方法。建立从表面空间到纹理空间的映射,例如每个网格片段都具有3D纹理坐标。在碎片着色器中测试体积-表面碰撞,以验证是否使用不透明的体素纹理化了表面碎片。 OpenGL®遮挡查询扩展用于计算与体积碰撞的网格碎片的数量。由于可以使用多个体积纹理对一个表面进行纹理化,因此作者的方法自然得到扩展,可以在一次通过中丢弃一个表面与多个体积之间的碰撞,而对渲染时间的影响最小。作者的测试表明,可以在一秒钟内评估成千上万个体积-网格对之间的碰撞,这表明我们的解决方案非常适合实时应用。

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