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1.
针对虚拟现实中碰撞检测的快速计算问题,提出一种新的粗略碰撞检测与精确碰撞检测相结合的检测算法。首先利用AABB包围盒法排除不可能相交的物体,然后对可能发生碰撞的包围盒采用八叉树算法进行空间分割,在包围盒内找到由型值点形成的三角形面片,利用三角形面片的碰撞检测算法精确地判断物体是否碰撞。通过与OBB包围盒算法的碰撞检测数据对比,验证了该方法的有效性。  相似文献   

2.
朱丽丽  庄毅  叶延风  甘春闰 《计算机应用》2007,27(12):3132-3135
针对虚拟装配中碰撞检测的特殊要求,提出了一种基于包围盒与空间剖分法的两级碰撞检测算法HSDHBB。该算法首先用空间剖分法找出潜在的相交区域,然后用包围盒求得碰撞的三角面片对和精确的碰撞点。给出了层次包围盒树的构造方法和空间网格的剖分方法,在空间剖分中采用哈希表的数据结构加快检索速度。最后,在CATIA环境中实现了该算法,结果表明该算法能够满足虚拟装配系统的实时性和精确性的要求。  相似文献   

3.
虚拟手术实时物体碰撞检测和软组织变形研究   总被引:2,自引:0,他引:2  
吴峥  谢叻  马浩博 《计算机仿真》2010,27(2):255-259
针对虚拟手术系统中实时碰撞检测和软组织变形的问题进行了研究。对于实时碰撞检测,使用了包围盒检测结合三角面片检测的方法来检测物体之间的碰撞,并且找到相互碰撞的两个三角面片。对于软组织变形,使用了一种基于胡克定律的弹簧质点模型来虚拟仿真变形,并提供了控制点移动的方法。采用优化虚拟手术中的物体碰撞检测方法,减少了不必要的计算和增强了系统的精确度;简化了软组织变形的算法,相对加快了有限元模型运算速度。对推动虚拟手术的发展具有积极的意义和作用。  相似文献   

4.
针对由三角面片构成的医学表面网格数据,提出了一种简单可靠的网格切割算法。在移动切割工具的过程中采用OBB包围盒树进行碰撞检测。为了简化切割过程中OBB树的更新仅在首次发生碰撞时对由OBB计算得到的碰撞面计算碰撞点,在后续过程中通过切割工具的移动方向和网格的AIF数据结构计算碰撞面和碰撞点。网格切割算法采用顶点移动的方法,该法可以避免畸形三角面片的产生。实验结果表明,提出的算法能够很好的仿真医学导航系统中的切割过程。  相似文献   

5.
为实现虚拟环境中可变形物体与刚体间实时的碰撞检测,提出了一种快速的基于混合包围盒层次结构的并行碰撞检测算法。算法充分利用包围盒在检测速度和精度上的不同侧重,对可变形物体建立Sphere和AABB混合包围盒层次树,对刚体建立Sphere和OBB混合包围盒层次树;每个物体的混合包围盒层次树又分成上层、中层和下层,每层使用不同的包围盒;在碰撞检测遍历时,上层使用Sphere和Sphere相交检测快速排除不相交物体,在中层使用Sphere和OBB的相交检测进一步排除物体相交的可能性,在下层使用AABB和OBB的相交检测较精确地确定物体是否相交;采用多线程技术,在多核设备上实现并行碰撞检测算法。实验结果表明,与经典的AABB算法相比较,该算法在效率方面具有明显优势,能够满足可变形物体与刚体的碰撞检测要求。  相似文献   

6.
基于包围盒与空间分解的碰撞检测算法   总被引:1,自引:0,他引:1  
本文提出了一种基于包围盒方法与空间分解方法相结合的碰撞检测算法,用于解决变形体的碰撞检测问题。该算法首先用包围盒来快速判断物体之间是否相交,如果相交则进一步用空间分解法来定位相交的区域,在此阶段用哈希表的数据结构来保存物体的几何信息。与其他碰撞检测算法相比较,本算法不仅能够较大地节省空间,而且时间复杂度也比较低。除此之外,本算法不仅能够找出发生碰撞的基本几何元素对,而且还能够精确地找出碰撞点。  相似文献   

7.
运用改进的八叉树算法实现精确碰撞检测   总被引:11,自引:3,他引:8  
提出一种精确碰撞检测算法,通过计算空间多面体之间距离实现碰撞检测功能.在计算2个多面体之间距离时,运用空间层次划分技术高效地寻找多面体中充分接近的三角面片,然后在这些三角面片中进行距离计算,以提高算法效率;同时运用改进的八叉树层次分割算法,与基本八叉树算法相比,减少了算法的空间复杂度.文中算法已经在超导Tokamak实验装置(EAST)虚拟装配仿真系统的碰撞检测模块中得到应用,通过实验比较,证明了该算法的可行性.  相似文献   

8.
针对虚拟环境中物体碰撞检测效率不高的问题,提出了一种基于空间剖分的碰撞检测算法。利用物体空间分布特性以及运动物体碰撞行为的局部性,先用空域分割中定性-定量结合的方法快速确定可能碰撞的物体对,再用混合层次包围盒进行精确测试,明显地提高了碰撞检测速度。实验分析表明,该算法不仅可实现复杂场景下多个物体同时发生碰撞的检测,也能保证算法在物体高速运动时的有效性。  相似文献   

9.
文中提出一种基于包围盒和空间分解的碰撞检测算法,用以解决软体的碰撞检测。算法使用AABB包围盒做初步检测,确定可能发生碰撞的物体。再根据包围盒的重叠情况缩小可能发生碰撞的区域,利用哈希表作为数据储存结构进行空间分解,将物体包围盒重叠区域的基本几何元素的空间网格映射到哈希表中,将碰撞区域缩小到基本几何元素,最后用基元碰撞检测找出具体碰撞点。由于前期AABB包围盒的处理减少了空间分解阶段需要映射的基本几何元素数量,该算法具有较高的运算速度。  相似文献   

10.
为了提高空间分解碰撞检测算法的性能,提出了一种基于表面提取的二次空间分解碰撞检测算法。该算法在预处理阶段首先建立碰撞检测体的三维模型,进行第一次空间剖分,利用表面提取方法抽取包含碰撞体表面的单元格,使得参与碰撞检测的三角面片大幅减少。在检测阶段进行第二次剖分,通过计算待检物体包围盒树深度与给定值μ的大小关系,生成称作Adjacent的数据结构,采用遍历跟踪的策略记录遍历过程,当拓扑结构发生变化时根据遍历跟踪表的记录调整遍历方案可缩短遍历路径,节省运算时间,进一步提高算法性能。实验通过与Rapid、I-Collide算法的比较表明,提出的算法提高了检测效率。  相似文献   

11.
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   

12.
We present an improved uniform subdivision based discrete and continuous collision detection approach for deformable objects consisting of triangle meshes without any assumption about triangle size. A previously proposed technique using control bits can effectively eliminate redundant object pairs appearing in multiple cells, but this scheme requires the grid cell size adapted to the largest object, and efficiency tends to be severely impaired when object size varies strongly. In this paper, we discuss an approach that virtually subdivides large triangles into a number of child triangles to enable the use of a smaller, better suited cell size, resulting in a considerable decrease in the number of collision tests in the broad phase, with a corresponding reduced memory requirement. The virtual subdivision is used only for the purpose of collision detection and is recomputed each frame, with the original mesh retained for collision response and physical simulation. Our method exploits the benefits of GPU architecture to accelerate the computationally intensive task for improved performance. The results show that the method provides speedups by comparing performance with existing methods.  相似文献   

13.
基于压缩的AABB树的碰撞检测算法   总被引:11,自引:0,他引:11  
用于碰撞检测的AABB(axis-aligned bounding boxes)方法与其它基于包围盒的方法相比具有相交测试快速和适合变形体碰撞检测的特点。针对工程中大量存在的刚体和变形碰撞情形,本文基于压缩方法对AABB方法进行了改进。通过从空间的角度来对传统的AABB进行优化.从而节省了大量的存储空间,提高了变性体的碰撞检测效率。  相似文献   

14.
This paper presents a novel and fast image-space collision detection algorithm with the A-buffer, where the GPU computes the potentially colliding sets (PCSs), and the CPU performs the standard triangle intersection test. When the bounding boxes of two objects intersect, the intersection is passed to the GPU. The object surfaces in the intersection are rendered into the A-buffer. Rendering into the A-buffer is up to eight-times faster than the ordinary approaches. Then, PCSs are computed by comparing the depth values of each texel of the A-buffer. A PCS consists of only two triangles. The PCSs are read back to the CPU, and the CPU computes the intersection points between the triangles. The proposed algorithm runs extremely fast, does not require any preprocessing, can handle dynamic objects including deformable and fracturing models, and can compute self-collisions. Such versatility and performance gain of the proposed algorithm prove its usefulness in real-time applications such as 3D games.  相似文献   

15.
We present an interactive algorithm for continuous collision detection between deformable models. We introduce multiple techniques to improve the culling efficiency and the overall performance of continuous collision detection. First, we present a novel formulation for continuous normal cones and use these normal cones to efficiently cull large regions of the mesh as part of self-collision tests. Second, we introduce the concept of “procedural representative triangles” to remove all redundant elementary tests between nonadjacent triangles. Finally, we exploit the mesh connectivity and introduce the concept of “orphan sets” to eliminate redundant elementary tests between adjacent triangle primitives. In practice, we can reduce the number of elementary tests by two orders of magnitude. These culling techniques have been combined with bounding volume hierarchies and can result in one order of magnitude performance improvement as compared to prior collision detection algorithms for deformable models. We highlight the performance of our algorithm on several benchmarks, including cloth simulations, N-body simulations, and breaking objects.  相似文献   

16.
基于线性规划的碰撞检测算法研究   总被引:1,自引:1,他引:1  
介绍了虚拟环境中一种基于凸多面体面信息对偶线性规划模型(DualModel)的快速旋转和移动物体之间干涉碰撞实时检测方法。该文详细介绍了建模过程和求解步骤,物体由构成凸多面体的三角形面信息表示,而物体的运动由一组虚拟现实环境中的全局移动和旋转矩阵表示。这种数学编程方法具有数据结构简单、算法可靠和速度快等优点,同时能够很好地解决高速(运动帧)碰撞的问题。这一方法通过使用主-对偶(primal-dual)内点方法来解线性规划方程,具有很好的效果,能够检测多物体对之间的碰撞。实验结果表明,基于数学编程的方法相对两种著名的工具包I-COLLIDE和SOLID,具有速度快和稳定可靠的优点,而I-COLLIDE和SOLID工具包基于两种著名的算法:LinCanny(LC)最近特征算法和GJK算法(EnhancedGilbertJohnsonandKeethialgorithm)。  相似文献   

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