Francois Lehericey, Valerie Gouranton, Bruno Arnaldi
We propose a method to perform collision detection with cloths with ray-tracing. Our method is able to perform collision detection between cloths and volumetric objects (rigid or deformable) as well as collision detection between cloths (including auto-collision). Our method casts rays between objects to perform collision detection, and an inversion-handling algorithm is introduced to correct […]
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Francois Lehericey, Valerie Gouranton, Bruno Arnaldi
Ray-tracing algorithms can be used to render a virtual scene and to detect collisions between objects. Numerous ray-tracing algorithms have been proposed which use data structures optimized for specific cases (rigid objects, deformable objects, etc.). Some solutions try to optimize performance by combining several algorithms to use the most efficient algorithm for each ray. This […]
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Peng Du, Jie-Yi Zhao, Wan-Bin Pan, Yi-Gang Wang
Previous collision detection methods for virtual disassembly mainly detect collisions at discrete time interval, and use oriented bounding boxes to speedup the process. However, these discrete methods cannot guarantee no penetration occurs when the components moving. Meanwhile, because some of the components are embedded into each other, these components cannot be separated in the subsequent […]
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Zachary Langbert, Mark C. Lewis
Physically accurate hard sphere collisions are inherently sequential as the order in which collisions occur can have a significant impact on the resulting system. This makes processing hard sphere collisions on parallel hardware challenging. We present an approach to solving this problem that can be implemented using OpenCL that runs on current hardware. This approach […]
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Tsz Ho Wong
Physically based cloth simulation in computer graphics has come a long way since the 1980s. Although extensive methods have been developed, physically based cloth animation remains challenging in a number of aspects, including the efficient simulation of complex internal dynamics, better performance and the generation of more effects of friction in collisions, to name but […]
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Quentin Avril, Valerie Gouranton, Bruno Arnaldi
We have presented several contributions on the collision detection optimization centered on hardware performance. We focus on the first step (Broad-phase) and propose three new ways of parallelization of the well-known Sweep and Prune algorithm. We first developed a multi-core model takes into account the number of available cores. Multi-core architecture enables us to distribute […]
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Knut Berg Kaldestad
The focus in this thesis is on robot collision handling systems, mainly collision detection and collision avoidance for industrial robots operating in harsh environments (e.g. potentially explosive atmospheres found in the oil and gas sector). Collision detection should prevent the robot from colliding and therefore avoid a potential accident. Collision avoidance builds on the concept […]
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L. Lu, X. Wang
For 3D skeleton extraction, the algorithm based on generalized potential fields, known as the outstandingly flexible and robust method, is suffering from seriously heavy computational burden. In this paper, we put forward a parallel algorithm based on OpenCL heterogeneous parallel framework, which can make full use of the great computing power provided by heterogeneous model […]
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Jeffrey Smith, Thomas Booth, Reynold Bailey
The application of human visual perception models to remove imperceptible components in a graphics system, has been proven effective in achieving significant computational speedup. Previous implementations of such techniques have focused on spatial level of detail reduction, which typically results in noticeable degradation of image quality. We introduce Refresh Rate Modulation (RRM), a novel perceptual […]
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David Mainzer, Gabriel Zachmann
We present a novel approach to perform collision detection queries between rigid and/or deformable models. Our method can handle arbitrary deformations and even discontinuous ones. For this, we subdivide the whole scene with all objects into connected but totally independent parts by a fuzzy clustering algorithm. Following, for every part our algorithm performs a Principal […]
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An WenShan, Wang Bin, Paul Jean-Claude, Sun JiaGuang
Particle systems are important building block for simulating vivid and detail-rich effects in virtual world. One of the most difficult aspects of particle systems has been detecting collisions between particlesand mesh surface. Due to the huge computation, a variety of proxy-based approaches have been proposed recently to perform visually correct simulation. However, all either limit […]
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Min Qi
The traditional method for detecting collisions in a 2D computer game uses a axis-aligned bounding box around each sprite, and checks to determine if the bounding boxes overlap periodically. Using this single bounding box method may result in a large amount of pixel intersection tests, since a sprite may be composed of areas where the […]
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