We introduce a bounding volume hierarchy based on the Slab Cut Ball. This novel type of enclosing volume 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 con-struction 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 op-erations, including the transformation cost. Practical collision detection experiments confirm that our tree data structure is amenable for high per-formance collision queries. For...
Performing fast and accurate collision detection between geometric models always common and challeng...
Finding two or more contact points between rigid bodies simulation is always a fundamental task in v...
We present a novel bounding volume hierarchy for GPU-accelerated direct volume rendering (DVR) as we...
We introduce a bounding volume hierarchy based on the Slab Cut Ball. This novel type of enclosing sh...
We present a novel bounding volume hierarchy that allows for extremely small data structure sizes wh...
We present a novel bounding volume hierarchy that allows for extremely small data structure sizes wh...
An algorithm to detect collisions between both rigid and deformable objects is presented. The approa...
LNCS v. 4975 entitled: » Advances in Geometric Modeling and Processing: 5th International Conference...
The need for efficient interference detection frequently arises in computer graphics, robotics, virt...
The need for efficient interference detection frequently arises in computer graphics, robotics, virt...
The need for efficient interference detection frequently arises in computer graphics, robotics, virt...
In this paper we describe algorithms for automatic ob-ject hierarchy construction. We also describe ...
This paper presents a framework that uses the outputs of model simplification to guide the construct...
This paper presents a framework that uses the outputs of model simplification to guide the construct...
Collision detection is of paramount importance for many applications in computer graphics and visual...
Performing fast and accurate collision detection between geometric models always common and challeng...
Finding two or more contact points between rigid bodies simulation is always a fundamental task in v...
We present a novel bounding volume hierarchy for GPU-accelerated direct volume rendering (DVR) as we...
We introduce a bounding volume hierarchy based on the Slab Cut Ball. This novel type of enclosing sh...
We present a novel bounding volume hierarchy that allows for extremely small data structure sizes wh...
We present a novel bounding volume hierarchy that allows for extremely small data structure sizes wh...
An algorithm to detect collisions between both rigid and deformable objects is presented. The approa...
LNCS v. 4975 entitled: » Advances in Geometric Modeling and Processing: 5th International Conference...
The need for efficient interference detection frequently arises in computer graphics, robotics, virt...
The need for efficient interference detection frequently arises in computer graphics, robotics, virt...
The need for efficient interference detection frequently arises in computer graphics, robotics, virt...
In this paper we describe algorithms for automatic ob-ject hierarchy construction. We also describe ...
This paper presents a framework that uses the outputs of model simplification to guide the construct...
This paper presents a framework that uses the outputs of model simplification to guide the construct...
Collision detection is of paramount importance for many applications in computer graphics and visual...
Performing fast and accurate collision detection between geometric models always common and challeng...
Finding two or more contact points between rigid bodies simulation is always a fundamental task in v...
We present a novel bounding volume hierarchy for GPU-accelerated direct volume rendering (DVR) as we...