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1.
为了实现物体间的快速碰撞检测,提出一种三维模型球体逼近表示方法.首先在三维模型体素化基础上构建了模型内部球逼近,以改进内部球数目和球体连续性效果;接着通过基于测地距离的改进计算对内部球进行聚类,得到有意义的分类结果,可用于模型内部球的层次结构树构造和模型语义分割等.实验结果表明,该方法是可行和有效的.  相似文献   

2.
针对虚拟手术系统中流血粒子与软组织器官碰撞检测的问题进行了研究.虚拟手术中流血与软体器官组织进行碰撞检测不同于传统的刚体或者软体之间的碰撞检测,流血模型的拓扑结构变化较大,传统方法通过更新拓扑结构来进行碰撞检测的方法不能够保证碰撞检测的实时性和准确性.提出一种基于空间划分的流血粒子与软体碰撞检测算法,能够处理基于光滑粒子流体动力学(Smoothed Particle Hydrodynamics,SPH)模拟的流体与任意动力学模型模拟的软体之间的碰撞检测.同时,提出了对SPH算法进行最近相邻粒子搜索过程中建立起的均匀空间网格进行重复利用,使空间网格用于碰撞检测的空间划分与流体粒子的定位,从而减少了时间和空间资源的重复消耗.实验结果表明,该算法能够满足虚拟手术中流血粒子与软体之间的碰撞检测对精确性和实时性的要求.  相似文献   

3.
快速、精确的碰撞检测对提高虚拟环境交互的真实性和增强虚拟环境的沉浸感有至关重要的作用,而虚拟装配环境的复杂性、实时性和精确性又对碰撞检测提出了更高的要求;为实现虚拟装配系统中交叉表面间的精确碰撞检测,提出一种基于OSP结构的虚拟现实碰撞检测方法;该结构第一层为对象节点,主要用于粗略的碰撞检测,第二层为表面节点,第三层为多面片节点,第二层和第三层主要用于精确的碰撞检测,采用层次的碰撞检测算法,以提高碰撞检测的实时性和精度;应用结果表明该方法能有效解决虚拟装配系统表面间的精确碰撞检测问题,满足系统实时交互的应用要求.  相似文献   

4.
针对凸体间的连续碰撞检测,在距离算法(Gilbert-Johnson-Keerthi distance algorithm,GJK)基础上,提出一种采用运动轨迹分离轴计算的线性连续碰撞检测算法.该算法首先采用支撑点和投影技术,剔除必定不发生碰撞的物体,以加速碰撞检测的速度;然后,对可能发生碰撞的物体,计算2个凸体的Minkowski差集,所形成的凸包与运动路径执行GJK分离轴算法,实现在整个时间区间内一次性完成碰撞检测任务;最后,采用几何方法以及超平面与射线求解方式计算射线与凸体边界近交点,确定出第一次发生碰撞位置,并调整运动物体位置,完成碰撞响应过程.该算法不需要构造扫掠体,连续检测过程中不需要凸体间的求交计算.将文中算法应用于物体方向包围盒的连续碰撞检测,算法分析和实验结果表明,该算法对包围盒的连续碰撞检测具有较高检测精度和响应速度.  相似文献   

5.
为了对虚拟肝脏手术中肝门静脉的结扎进行仿真,提出了一种改进的碰撞检测算法。改进的碰撞检测算法主要包括三个方面:缝合线的自碰撞检测、缝合线的运动分解,以及缝合线与肝门静脉模型的碰撞检测。缝合线的模拟采用跟踪控制点FTL算法,采用包围球法对缝合线进行自碰撞检测;提出运动分解方法来防止缝合线发生自穿透;将包围球法和空间网格划分法相结合,实现缝合线和肝门静脉之间的碰撞检测;同时,肝门静脉的形变采用设置刚体核的几何模型来模拟,使用虚拟弹簧振子来实现结扎时的触觉反馈。将改进的碰撞检测算法运用到虚拟肝脏手术中,满足虚拟场景中真实感和实时性的要求。  相似文献   

6.
为了解决虚拟心脏介入手术系统中的碰撞检测问题,提出了一种基于运动对象局部场景截取的碰撞检测算法.通过实时构建运动对象的局部场景截取体,可以获取该对象周围的局部场景数据,有效地降低了碰撞检测复杂性.并且它对虚拟场景中埘象的形变属性没有特殊要求,可适用于虚拟环境中包含可形变对象的情形.通过虚拟心脏介入手术中的碰撞检测实验表明,碰撞检测频率达到500Hz以上,并能精确给出碰撞点和发生碰撞的基本几何元素等碰撞信息,可以满足虚拟心脏介入手术对碰撞检测的实时性与精确性要求.  相似文献   

7.
姜晓路  刘渊 《计算机工程》2012,38(9):285-287
为提高复杂场景中碰撞检测的效率,提出一种传统混合包围盒碰撞检测算法的优化算法。从数据结构上对混合包围盒树进行改进,引入时空相关性概念,将包围盒树分为上下2层结构,上层采用包围球,下层采用轴向包围盒,构造混合层次包围盒树,实现物体的快速碰撞检测,利用碰撞检测的时空相关性,简化树的搜索过程。实验结果表明,与传统的混合包围盒碰撞检测算法相比,该算法具有较好的碰撞检测性能。  相似文献   

8.
基于形状分类的包围盒碰撞检测优化算法   总被引:1,自引:0,他引:1  
由于现有的包围盒不能足够紧密地包围所有待检测的物体,剔除不相交物体的效果差导致了碰撞检测效率低。针对这个问题,提出一种基于形状分类的包围盒碰撞检测优化算法。算法根据每个物体的偏球率将它们进行分类,形状接近球体的,采用球包围盒;形状与球体偏离大的,采用OBB包围盒,这能够更加逼近真实的物体。同时,加入时空相关性和区域划分策略来优化遍历过程。实验结果表明,该算法缩短了相交测试的时间,提高了碰撞检测的效率。  相似文献   

9.
为了将任意模型使用球体进行密实填充,提出了一种基于包围盒与碰撞的模型填充算法.该算法首先生成模型的轴对称包围盒;其次在包围盒内产生任意数量球体并进行刚体碰撞,碰撞后的球体将会在包围盒的范围内均匀分布;最后采用判断法线方向算法筛选出模型内部的球体并保留至最终结果.通过实例证明,该算法能够根据输入的球体填充数量及孔隙率快速...  相似文献   

10.
在虚拟仿真过程中,准确高效的完成模型空间碰撞检测是一项技术难点.针对不断复杂化的虚拟场景,提出了一种融合包围盒智能算法.考虑到虚拟场景的变换特性,使包围盒对场景内模型具有良好的适应性,利用模型在xyz坐标平面的投影倾角和紧密度来确定使用AABB或者OBB.AABB包围盒在矢量方向存在厚度,为避免三角面片计算时对效率产生影响,设计了一种无厚度优化AABB包围盒,用以快速排除非相交模型.OBB包围盒具有更好的方向优势,但是OBB包围盒容易产生方向倾斜,于是对OBB包围盒的分布问题进行优化.为防止存在结构差异的AABB与OBB结合后拉低遍历速度,设计了双层二叉树结构来降低遍历深度.碰撞检测过程可转换为包围盒内部模型采样特征点的寻优,于是引入粒子群算法进行迭代.通过仿真,得到算法的帧计算时间为0.025ms,帧更新占比为2.481%,每帧树节点为317,碰撞检测的平均时间为15.69ms.结果 表明算法显著压缩了空间和时间消耗,有效提高了虚拟场景碰撞检测的效率,同时具有良好的检测准确性.  相似文献   

11.
In the last years, Geometric Algebra with its Euclidean, Homogeneous and Conformal models attracts the research interest in many areas of Computer Science and Engineering and particularly in Computer Graphics as it is shown that they can produce more efficient and smooth results than other algebras. In this paper, we present an all-inclusive algorithm for real-time animation interpolation and GPU-based geometric skinning of animated, deformable virtual characters using the Conformal model of Geometric Algebra (CGA). We compare our method with standard quaternions, linear algebra matrices and dual-quaternions blending and skinning algorithms and we illustrate how our CGA-GPU inclusive skinning algorithm can provide as smooth and more efficient results as state-of-the-art previous methods. Furthermore, the elements of CGA that handle transformations (CGA motors) can support translation, rotation and dilation(uniform scaling) of joints under a single, GPU-supported mathematical framework and avoid conversion between different mathematical representations in contrast to quaternions and dual-quaternions that support only rotation and rotation–translation, respectively. Hence, our main novelty is the replacement of different types of algebras, and their in-between conversions between CPU and GPU, such as linear algebra matrices, quaternions, dual-quaternions and Euler angles for animation interpolation and skinning with a single mathematical representation, the CGA motors which can optimally handle the composition of translation, rotation and scaling joint transformations and interpolations. Employing latest CGA code generators, we provide a sample implementation of our algorithm running natively in a vertex shader program on modern GPUs for typical deformable virtual character simulations.  相似文献   

12.
对偶四元数线阵遥感影像几何定位   总被引:1,自引:1,他引:0       下载免费PDF全文
提出以对偶四元数为数学工具进行线阵CCD(电荷耦合元件)遥感影像几何定位的全新技术方法。利用对偶四元数建立遥感通用传感器严密成像模型,将光线束的位置和姿态统一用对偶四元数表示,通过传感器扫描光线在空间中的螺旋运动,实现像点到其对应地面点物方坐标的变换,从而克服了成像几何参数(外方位元素)之间的强相关性。按照空间刚体变换线性蒙皮混合理论,可以把刚体变换矩阵分解为平移和旋转两个部分,对平移部分进行线性插值,对旋转部分进行球面插值,从而实现线阵CCD遥感影像外方位元素的解算。按照所建立的成像几何模型,利用某地区Geoeye-1遥感影像进行几何定位实验,实验结果表明新算法获得的几何定位精度优于传统算法,能够解决定位参数之间的相关性问题。  相似文献   

13.
We present a method to accelerate the visualization of large crowds of animated characters. Linear‐blend skinning remains the dominant approach for animating a crowd but its efficiency can be improved by utilizing the temporal and intra‐crowd coherencies that are inherent within a populated scene. Our work adopts a caching system that enables a skinned key‐pose to be re‐used by multi‐pass rendering, between multiple agents and across multiple frames. We investigate two different methods; an intermittent caching scheme (whereby each member of a crowd is animated using only its nearest key‐pose) and an interpolative approach that enables key‐pose blending to be supported. For the latter case, we show that finding the optimal set of key‐poses to store is an NP‐hard problem and present a greedy algorithm suitable for real‐time applications. Both variants deliver a worthwhile performance improvement in comparison to using linear‐blend skinning alone.  相似文献   

14.
Watermarking 3D mesh by spherical parameterization   总被引:5,自引:0,他引:5  
In this paper, a robust 3D trianglular mesh watermarking algorithm is presented by applying spherical parameterization. First, we transform the coordinate signals of the 3D triangular mesh into spherical signals using a global spherical parameterization and an even sampling scheme. Then, spherical harmonic transformation is used to generate some data for embedding watermarks. As a result, the watermarks can be embedded in the Fourier-frequency domain of the original mesh. Experimental results show that our watermarking algorithm is robust since watermarks can be extracted without mesh alignment or re-meshing under a variety of attacks, including noise addition, crop, filtering, enhancement, rotation, translation, scale and re-sampling.  相似文献   

15.
In this paper a general method is given for combining CSG modeling with soft blending using implicit surfaces. A class of various blending functions sharing some desirable properties like differentiability and intuitive blend control are given. The functions defining the CSG objects satisfy the Lipschitz condition that gives the possibility of fast root finding but can also prove useful in the field of collision detection and adaptive triangulation.  相似文献   

16.
In this paper, an efficient deformation framework is presented for skeleton-driven polygonal characters. Standard solutions, such as linear blend skinning, focus on primary deformations and require intensive user adjustment. We propose constructing a lattice of cubic cells embracing the input surface mesh. Based on the lattice, our system automatically propagates smooth skinning weights from bones to drive the surface primary deformation, and it rectifies the over-compressed regions by volume preservation. The secondary deformation is, in the meanwhile, generated by the lattice shape matching with dynamic particles. The proposed framework can generate both low- and high-frequency surface motions such as muscle deformation and vibrations with few user interventions. Our results demonstrate that the proposed lattice-based method is liable to GPU computation, and it is adequate to real-time character animation.  相似文献   

17.
We present a novel data-driven skinning model—rigidity-aware skinning (RAS) model, for simulating both active and passive 3D facial animation of different identities in real time. Our model builds upon a linear blend skinning (LBS) scheme, where the bone set and skinning weights are shared for diverse identities and learned from the data via a sparse and localized skinning decomposition algorithm. Our model characterizes the animated face into the active expression and the passive deformation: The former is represented by an LBS-based multi-linear model learned from the FaceWareHouse data set, and the latter is represented by a spatially varying as-rigid-as-possible deformation applied to the LBS-based multi-linear model, whose rigidity parameters are learned from the data by a novel rigidity estimation algorithm. Our RAS model is not only generic and expressive for faithfully modelling medium-scale facial deformation, but also compact and lightweight for generating vivid facial animation in real time. We validate the efficiency and effectiveness of our RAS model for real-time 3D facial animation and expression editing.  相似文献   

18.
传统的骨骼驱动蒙皮变形技术(LBS)在大转角的关节处会发生严重的“塌陷现象”,对此在分析了LBS缺陷的基础上提出了辅助骨骼驱动的改进蒙皮变形技术。该技术在大变形的关节处添加辅助骨骼,通过辅助骨骼的小角度旋转来代替单根骨骼的大角度旋转。实验表明辅助骨骼不仅能够有效地克服LBS的缺陷,而且能够充分利用LBS的优点。  相似文献   

19.
熊涛  付鹤岗 《计算机应用》2008,28(3):683-687
提出了一种利用蒙皮骨骼的特点改进的碰撞检测算法,该算法使用层次包围体为基础,改进了OBB树的生成和更新。实验证明,该算法提高了碰撞检测的效率,能满足复杂3D人物的碰撞检测需求。  相似文献   

20.
球面调和分析是球面信号分析的重要工具, 本文采用球面调和描述子对图像进行形状匹配. 首先把平面图像映射到球面上, 然后计算球面图像的球面调和描述子, 最后通过球面调和描述子得到平面图像的相似性. 实验结果表明, 球面调和描述子可以较好地匹配图像的形状相似性, 并且具有旋转和比例不变性.  相似文献   

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