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A methodology for optimal voxel size computation in collision detection algorithms for virtual reality

机译:虚拟现实碰撞检测算法中最佳体素尺寸计算的方法

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摘要

Real-time Virtual Reality applications require accuracy but are also time dependent; therefore, in these environments, the time consumption is particularly important. For that reason, when facing the problem of Collision Detection for a Virtual Reality application, we firstly focus our attention on optimizing time performance for collisions among objects. Spatial Partitioning algorithms have been broadly used in Collision Detection. In particular, voxel-based methods are simple and quick, but finding the optimum voxel size is not trivial. We propose a methodology to easily determine the optimal voxel size for Collision Detection algorithms. Using an algorithm which represents volumetric objects with tetrahedra as an example, a performance cost function is defined in order to analytically bound the voxel size that gives the best computation times. This is made by inferring and estimating all the parameters involved. Thus, the cost function is delimited to depend only on geometric data. By doing so, it is possible to determine the optimal voxelization for any algorithm and scenario. Several solutions have been researched and compared. Experimental results with theoretical and real 3D models have validated the methodology. The reliability of our research has also been compared with traditional experimental solutions given by previous works.
机译:实时虚拟现实应用程序需要准确性,但也取决于时间。因此,在这些环境中,时间消耗尤为重要。因此,当面对虚拟现实应用程序的碰撞检测问题时,我们首先将注意力集中在优化对象之间碰撞的时间性能上。空间划分算法已在碰撞检测中广泛使用。特别是,基于体素的方法既简单又快速,但是找到最佳体素大小并非易事。我们提出了一种方法,可以轻松确定碰撞检测算法的最佳体素大小。以一个代表四面体的体积对象的算法为例,定义了一个性能成本函数,以便分析性地限制给出最佳计算时间的体素大小。这是通过推断和估计所有涉及的参数来实现的。因此,成本函数被限定为仅取决于几何数据。通过这样做,可以为任何算法和场景确定最佳体素化。已经研究和比较了几种解决方案。理论和实际3D模型的实验结果验证了该方法的有效性。我们的研究的可靠性也已与以前的工作给出的传统实验解决方案进行了比较。

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