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1.
Proximity queries such as closest point computation and collision detection have many applications in computer graphics, including computer animation, physics‐based modelling, augmented and virtual reality. We present efficient algorithms for proximity queries between a closed rigid object and an arbitrary, possibly deformable, polygonal mesh. Using graphics hardware to densely sample the distance field of the rigid object over the arbitrary mesh, we compute minimal proximity and collision response information on the graphics processing unit (GPU) using blending and depth buffering, as well as parallel reduction techniques, thus minimizing the readback bottleneck. Although limited to image‐space resolution, our algorithm provides high and steady performance when compared with other similar algorithms. Proximity queries between arbitrary meshes with hundreds of thousands of triangles and detailed distance fields of rigid objects are computed in a few milliseconds at high‐sampling resolution, even in situations with large overlap.  相似文献   

2.
Fast contact handling of soft articulated characters is a computationally challenging problem, in part due to complex interplay between skeletal and surface deformation. We present a fast, novel algorithm based on a layered representation for articulated bodies that enables physically-plausible simulation of animated characters with a high-resolution deformable skin in real time. Our algorithm gracefully captures the dynamic skeleton-skin interplay through a novel formulation of elastic deformation in the pose space of the skinned surface. The algorithm also overcomes the computational challenges by robustly decoupling skeleton and skin computations using careful approximations of Schur complements, and efficiently performing collision queries by exploiting the layered representation. With this approach, we can simultaneously handle large contact areas, produce rich surface deformations, and capture the collision response of a character/s skeleton.  相似文献   

3.
Realistic computer simulations of physical elements such as rigid and deformable bodies, particles and fractures are commonplace in the modern world. In these simulations, the broad‐phase collision detection plays an important role in ensuring that simulations can scale with the number of objects. In these applications, several degrees of motion coherency, distinct spatial distributions and different types of objects exist; however, few attempts have been made at a generally applicable solution for their broad phase. In this regard, this work presents a novel broad‐phase collision detection algorithm based upon a hybrid SIMD optimized KD‐Tree and sweep‐and‐prune, aimed at general applicability. Our solution is optimized for several objects distributions, degrees of motion coherence and varying object sizes. These features are made possible by an efficient and idempotent two‐step tree optimization algorithm and by selectively enabling coherency optimizations. We have tested our solution under varying scenario setups and compared it to other solutions available in the literature and industry, up to a million simulated objects. The results show that our solution is competitive, with average performance values two to three times better than those achieved by other state‐of‐the‐art AABB‐based CPU solutions.  相似文献   

4.
We present an interactive method that allows animated characters to navigate through cluttered environments. Our characters are equipped with a variety of motion skills to clear obstacles, narrow passages, and highly constrained environment features. Our control method incorporates a behavior model into well‐known, standard path planning algorithms. Our behavior model, called deformable motion, consists of a graph of motion capture fragments. The key idea of our approach is to add flexibility on motion fragments such that we can situate them into a cluttered environment via constraint‐based formulation. We demonstrate our deformable motion for realtime interactive navigation and global path planning in highly constrained virtual environments.  相似文献   

5.
In this paper, we propose a new continuous self‐collision detection (CSCD) method for a deformable surface that interacts with a simple solid model. The method is developed based on the radial‐view‐based culling method. Our method is suitable for the deformable surface that has large contact region with the solid model. The deformable surface may consist of small round‐shaped holes. At the pre‐processing stage, the holes of the deformable surface are filled with ghost triangles so as to make the mesh of the deformable surface watertight. An observer primitive (i.e. a point or a line segment) is computed so that it lies inside the solid model. At the runtime stage, the orientations of triangles with respect to the observer primitive are evaluated. The collision status of the deformable surface is then determined. We evaluated our method for several animations including virtual garments. Experimental results show that our method improves the process of CSCD.  相似文献   

6.
A sampled object representation (SOR) defines a graphical model using data obtained from a sampling process, which takes a collection of samples at discrete positions in space in order to capture certain geometrical and physical properties of one or more objects of interest. Examples of SORs include images, videos, volume datasets and point datasets. Unlike many commonly used data representations in computer graphics, SORs lack in geometrical, topological and semantic information, which is much needed for controlling deformation and animation. Hence it poses a significant scientific and technical challenge to develop deformation and animation methods that operate upon SORs. Such methods can enable computer graphics and computer animation to benefit enormously from the advances of digital imaging technology. In this state of the art report, we survey a wide range of techniques that have been developed for manipulating, deforming and animating SORs. We consider a collection of elementary operations for manipulating SORs, which can serve as building blocks of deformation and animation techniques. We examine a collection of techniques that are designed to transform the geometry shape of deformable objects in sampled representations and pay particular attention to their deployment in surgical simulation. We review a collection of techniques for animating digital characters in SORs, focusing on recent developments in volume animation.  相似文献   

7.
Virtual cutting of deformable bodies has been an important and active research topic in physically based modelling and simulation for more than a decade. A particular challenge in virtual cutting is the robust and efficient incorporation of cuts into an accurate computational model that is used for the simulation of the deformable body. This report presents a coherent summary of the state of the art in virtual cutting of deformable bodies, focusing on the distinct geometrical and topological representations of the deformable body, as well as the specific numerical discretizations of the governing equations of motion. In particular, we discuss virtual cutting based on tetrahedral, hexahedral and polyhedral meshes, in combination with standard, polyhedral, composite and extended finite element discretizations. A separate section is devoted to meshfree methods. Furthermore, we discuss cutting‐related research problems such as collision detection and haptic rendering in the context of interactive cutting scenarios. The report is complemented with an application study to assess the performance of virtual cutting simulators.  相似文献   

8.
可变形物体间的精确碰撞检测方法研究   总被引:2,自引:1,他引:1       下载免费PDF全文
针对可变形物体,提出了一种基于粒子的精确碰撞检测算法。首先用LBG矢量量化技术将物体的表面划分成几个小区域,然后在每个区域中分别选择一个点作为检测粒子。当一个物体接近另一个物体时,找出两物体上靠得最近的粒子对。为了得到精确的碰撞位置坐标,进一步计算靠得最近的顶点的相关三角面片之间的最短距离。若此距离小于某个给定的阈值,则可认为两物体在相关三角面片上的最近点处发生了碰撞。仿真实验验证了该算法能有效处理虚拟力交互仿真中的可变形物体的碰撞检测。  相似文献   

9.
10.
Animating trees in wind has long been a problem in computer graphics. Progress on this problem is important for both visual effects in films and forestry biomechanics. More generally, progress on tree motion in wind may inform future work on two‐way coupling between turbulent flows and deformable objects. Synthetic turbulence added to a coarse fluid simulation produces convincing animations of turbulent flows but two‐way coupling between the enriched flow and objects embedded in the flow has not been investigated. Prior work on two‐way coupling between fluid and deformable models lacks a subgrid resolution turbulence model. We produce realistic animations of tree motion by including motion due to both large and small eddies using synthetic subgrid turbulence and porous proxy geometry. Synthetic turbulence at the subgrid scale is modulated using turbulent kinetic energy (TKE). Adding noise after sampling the mean flow and TKE transfers energy from small eddies directly to the tree geometry. The resulting animations include both global sheltering effects and small scale leaf and branch motion. Viewers, on average, found animations, which included both coarse fluid simulation and TKE‐modulated noise to be more accurate than animations generated using coarse fluid simulation or noise alone.  相似文献   

11.
Placement of Deformable Objects   总被引:1,自引:0,他引:1  
With the increasing complexity of photorealistic scenes, the question of building and placing objects in three‐dimensional scenes is becoming ever more difficult. While the question of placement of rigid objects has captured the attention of researchers in the past, this work presents an intuitive and interactive scheme to properly place deformable objects with the aid of free‐form deformation tools. The presented scheme can also be used to animate the locomotion of nonrigid objects, most noticeably animals, and adapt the motion to arbitrary terrain. The automatic construction of our free‐form deformation tool is completely hidden from the end user, and hence, circumvents the difficulties typically faced in manipulating these deformation functions. Further, a precise bound on the error that is introduced by applying free‐form deformations to polygonal models is presented, along with an almost‐optimal adaptive refinement algorithm to achieve a certain accuracy in the mapping.  相似文献   

12.
We introduce a bounding volume hierarchy based on the Slab Cut Ball. This novel type of enclosing shape provides an attractive balance between tightness of fit, cost of overlap testing, and memory requirement. The hierarchy construction algorithm includes a new method for the construction of tight bounding volumes in worst case O(n) time, which means our tree data structure is constructed in O(n log n) time using traditional top‐down building methods. A fast overlap test method between two slab cut balls is also proposed, requiring as few as 28–99 arithmetic operations, including the transformation cost. Practical collision detection experiments confirm that our tree data structure is amenable for high performance collision queries. In all the tested benchmarks, our bounding volume hierarchy consistently gives performance improvements over the sphere tree, and it is also faster than the OBB tree in five out of six scenes. In particular, our method is asymptotically faster than the sphere tree, and it also outperforms the OBB tree, in close proximity situations.  相似文献   

13.
We present a new real‐time approach to simulate deformable objects using a learnt statistical model to achieve a high degree of realism. Our approach improves upon state‐of‐the‐art interactive shape‐matching meshless simulation methods by not only capturing important nuances of an object's kinematics but also of its dynamic texture variation. We are able to achieve this in an automated pipeline from data capture to simulation. Our system allows for the capture of idiosyncratic characteristics of an object's dynamics which for many simulations (e.g. facial animation) is essential. We allow for the plausible simulation of mechanically complex objects without knowledge of their inner workings. The main idea of our approach is to use a flexible statistical model to achieve a geometrically‐driven simulation that allows for arbitrarily complex yet easily learned deformations while at the same time preserving the desirable properties (stability, speed and memory efficiency) of current shape‐matching simulation systems. The principal advantage of our approach is the ease with which a pseudo‐mechanical model can be learned from 3D scanner data to yield realistic animation. We present examples of non‐trivial biomechanical objects simulated on a desktop machine in real‐time, demonstrating superior realism over current geometrically motivated simulation techniques.  相似文献   

14.
Physically Based Deformable Models in Computer Graphics   总被引:6,自引:0,他引:6  
Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich have been addressed, thereby making these models interesting and useful for both offline and real‐time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass‐spring systems, mesh‐free methods, coupled particle systems and reduced deformable models‐based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research.  相似文献   

15.
碰撞检测中的固定方向凸包包围盒的研究   总被引:42,自引:2,他引:40  
魏迎梅  王涌  吴泉源  石教英 《软件学报》2001,12(7):1056-1063
碰撞检测在计算机图形学、CAD、仿真、虚拟现实等领域都有重要的研究意义.包围盒层次是解决碰撞检测问题固有的时间复杂性的一个有效途径.论述了用固定方向凸包(fixeddirectionshulls,简称FDH)作为包围盒进行碰撞检测的方法,证明了固定方向凸包适用于复杂环境中的精确碰撞检测,包括软体对象环境中的碰撞检测,并通过实验数据与其他包围盒进行了性能分析与比较.  相似文献   

16.
The curve-skeleton of a 3D object is an abstract geometrical and topological representation of its 3D shape. It maps the spatial relation of geometrically meaningful parts to a graph structure. Each arc of this graph represents a part of the object with roughly constant diameter or thickness, and approximates its centerline. This makes the curve-skeleton suitable to describe and handle articulated objects such as characters for animation. We present an algorithm to extract such a skeleton on-the-fly, both from point clouds and polygonal meshes. The algorithm is based on a deformable model evolution that captures the object's volumetric shape. The deformable model involves multiple competing fronts which evolve inside the object in a coarse-to-fine manner. We first track these fronts' centers, and then merge and filter the resulting arcs to obtain a curve-skeleton of the object. The process inherits the robustness of the reconstruction technique, being able to cope with noisy input, intricate geometry and complex topology. It creates a natural segmentation of the object and computes a center curve for each segment while maintaining a full correspondence between the skeleton and the boundary of the object.  相似文献   

17.
We present novel parallel algorithms for collision detection and separation distance computation for rigid and deformable models that exploit the computational capabilities of many‐core GPUs. Our approach uses thread and data parallelism to perform fast hierarchy construction, updating, and traversal using tight‐fitting bounding volumes such as oriented bounding boxes (OBB) and rectangular swept spheres (RSS). We also describe efficient algorithms to compute a linear bounding volume hierarchy (LBVH) and update them using refitting methods. Moreover, we show that tight‐fitting bounding volume hierarchies offer improved performance on GPU‐like throughput architectures. We use our algorithms to perform discrete and continuous collision detection including self‐collisions, as well as separation distance computation between non‐overlapping models. In practice, our approach (gProximity) can perform these queries in a few milliseconds on a PC with NVIDIA GTX 285 card on models composed of tens or hundreds of thousands of triangles used in cloth simulation, surgical simulation, virtual prototyping and N‐body simulation. Moreover, we observe more than an order of magnitude performance improvement over prior GPU‐based algorithms.  相似文献   

18.
We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of heterogeneous objects, all in a unified manner. We achieve dynamicsawareness through a constrained dynamics formulation with implicit complementarity constraints, and we present two major contributions that enable an efficient solution of the constrained dynamics problem: a time stepping algorithm that robustly ensures non-penetration and progressively refines the formulation of constrained dynamics, and a new solver for large mixed linear complementarity problems, based on iterative constraint anticipation. We show the application of our algorithm in challenging scenarios such as multi-layered cloth moving at high velocities, or colliding deformable solids simulated with large time steps.  相似文献   

19.
We present a novel hierarchical grid based method for fast collision detection (CD) for deformable models on GPU architecture. A two‐level grid is employed to accommodate the non‐uniform distribution of practical scene geometry. A bottom‐to‐top method is implemented to assign the triangles into the hierarchical grid without any iteration while a deferred scheme is introduced to efficiently update the data structure. To address the issue of load balancing, which greatly influences the performance in SIMD parallelism, a propagation scheme which utilizes a parallel scan and a segmented scan is presented, distributing workloads evenly across all concurrent threads. The proposed method supports both discrete collision detection (DCD) and continuous collision detection (CCD) with self‐collision. Some typical benchmarks are tested to verify the effectiveness of our method. The results highlight our speedups over prior algorithms on different commodity GPUs.  相似文献   

20.
We present a botanical simulation of secondary (cambial) tree growth coupled to a physical cracking simulation of its bark. Whereas level set growth would use a fixed resolution voxel grid, our system extends the deformable simplicial complex (DSC), supporting new biological growth functions robustly on any surface polygonal mesh with adaptive subdivision, collision detection and topological control. We extend the DSC with temporally coherent texturing, and surface cracking with a user‐controllable biological model coupled to the stresses introduced by the cambial growth model.  相似文献   

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