Author: René Weller
Publisher: Springer Science & Business Media
ISBN: 3319010204
Category : Computers
Languages : en
Pages : 248
Book Description
Starting with novel algorithms for optimally updating bounding volume hierarchies of objects undergoing arbitrary deformations, the author presents a new data structure that allows, for the first time, the computation of the penetration volume. The penetration volume is related to the water displacement of the overlapping region, and thus corresponds to a physically motivated and continuous force. The practicability of the approaches used is shown by realizing new applications in the field of robotics and haptics, including a user study that evaluates the influence of the degrees of freedom in complex haptic interactions. New Geometric Data Structures for Collision Detection and Haptics closes by proposing an open source benchmarking suite that evaluates both the performance and the quality of the collision response in order to guarantee a fair comparison of different collision detection algorithms. Required in the fields of computer graphics, physically-based simulations, computer animations, robotics and haptics, collision detection is a fundamental problem that arises every time we interact with virtual objects. Some of the open challenges associated with collision detection include the handling of deformable objects, the stable computation of physically-plausible contact information, and the extremely high frequencies that are required for haptic rendering. New Geometric Data Structures for Collision Detection and Haptics presents new solutions to all of these challenges, and will prove to be a valuable resource for researchers and practitioners of collision detection in the haptics, robotics and computer graphics and animation domains.
New Geometric Data Structures for Collision Detection and Haptics
Author: René Weller
Publisher: Springer Science & Business Media
ISBN: 3319010204
Category : Computers
Languages : en
Pages : 248
Book Description
Starting with novel algorithms for optimally updating bounding volume hierarchies of objects undergoing arbitrary deformations, the author presents a new data structure that allows, for the first time, the computation of the penetration volume. The penetration volume is related to the water displacement of the overlapping region, and thus corresponds to a physically motivated and continuous force. The practicability of the approaches used is shown by realizing new applications in the field of robotics and haptics, including a user study that evaluates the influence of the degrees of freedom in complex haptic interactions. New Geometric Data Structures for Collision Detection and Haptics closes by proposing an open source benchmarking suite that evaluates both the performance and the quality of the collision response in order to guarantee a fair comparison of different collision detection algorithms. Required in the fields of computer graphics, physically-based simulations, computer animations, robotics and haptics, collision detection is a fundamental problem that arises every time we interact with virtual objects. Some of the open challenges associated with collision detection include the handling of deformable objects, the stable computation of physically-plausible contact information, and the extremely high frequencies that are required for haptic rendering. New Geometric Data Structures for Collision Detection and Haptics presents new solutions to all of these challenges, and will prove to be a valuable resource for researchers and practitioners of collision detection in the haptics, robotics and computer graphics and animation domains.
Publisher: Springer Science & Business Media
ISBN: 3319010204
Category : Computers
Languages : en
Pages : 248
Book Description
Starting with novel algorithms for optimally updating bounding volume hierarchies of objects undergoing arbitrary deformations, the author presents a new data structure that allows, for the first time, the computation of the penetration volume. The penetration volume is related to the water displacement of the overlapping region, and thus corresponds to a physically motivated and continuous force. The practicability of the approaches used is shown by realizing new applications in the field of robotics and haptics, including a user study that evaluates the influence of the degrees of freedom in complex haptic interactions. New Geometric Data Structures for Collision Detection and Haptics closes by proposing an open source benchmarking suite that evaluates both the performance and the quality of the collision response in order to guarantee a fair comparison of different collision detection algorithms. Required in the fields of computer graphics, physically-based simulations, computer animations, robotics and haptics, collision detection is a fundamental problem that arises every time we interact with virtual objects. Some of the open challenges associated with collision detection include the handling of deformable objects, the stable computation of physically-plausible contact information, and the extremely high frequencies that are required for haptic rendering. New Geometric Data Structures for Collision Detection and Haptics presents new solutions to all of these challenges, and will prove to be a valuable resource for researchers and practitioners of collision detection in the haptics, robotics and computer graphics and animation domains.
Real-Time Collision Detection
Author: Christer Ericson
Publisher: CRC Press
ISBN: 1000750558
Category : Art
Languages : en
Pages : 634
Book Description
Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virt
Publisher: CRC Press
ISBN: 1000750558
Category : Art
Languages : en
Pages : 634
Book Description
Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virt
Real-Time Collision Detection
Author: Christer Ericson
Publisher: CRC Press
ISBN: 1558607323
Category : Art
Languages : en
Pages : 634
Book Description
Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming. Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.
Publisher: CRC Press
ISBN: 1558607323
Category : Art
Languages : en
Pages : 634
Book Description
Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming. Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.
Geometric Data Structures for Computer Graphics
Author: Elmar Langetepe
Publisher: A K Peters/CRC Press
ISBN:
Category : Computers
Languages : en
Pages : 344
Book Description
This book focuses on algorithms and geometric data structures that have proven to be versatile, efficient and fundamental. It endows practitioners in the computer graphics field with a working knowledge of a wide range of geometric data structures from computational geometry.
Publisher: A K Peters/CRC Press
ISBN:
Category : Computers
Languages : en
Pages : 344
Book Description
This book focuses on algorithms and geometric data structures that have proven to be versatile, efficient and fundamental. It endows practitioners in the computer graphics field with a working knowledge of a wide range of geometric data structures from computational geometry.
Collision Detection in Interactive 3D Environments
Author: Gino van den Bergen
Publisher: CRC Press
ISBN: 148229799X
Category : Art
Languages : en
Pages : 308
Book Description
The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the f
Publisher: CRC Press
ISBN: 148229799X
Category : Art
Languages : en
Pages : 308
Book Description
The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the f
Proceedings of the Ninth Annual ACM-SIAM Symposium on Discrete Algorithms
Author: Howard Karloff
Publisher: SIAM
ISBN: 9780898714104
Category : Mathematics
Languages : en
Pages : 726
Book Description
This symposium is jointly sponsored by the ACM Special Interest Group on Algorithms and Computation Theory and the SIAM Activity Group on Discrete Mathematics.
Publisher: SIAM
ISBN: 9780898714104
Category : Mathematics
Languages : en
Pages : 726
Book Description
This symposium is jointly sponsored by the ACM Special Interest Group on Algorithms and Computation Theory and the SIAM Activity Group on Discrete Mathematics.
Advances in Discrete and Computational Geometry
Author: Bernard Chazelle
Publisher: American Mathematical Soc.
ISBN: 0821806742
Category : Mathematics
Languages : en
Pages : 480
Book Description
This volume is a collection of refereed expository and research articles in discrete and computational geometry written by leaders in the field. Articles are based on invited talks presented at the AMS-IMS-SIAM Summer Research Conference, "Discrete and Computational Geometry: Ten Years Later", held in 1996 at Mt. Holyoke College (So.Hadley, MA). Topics addressed range from tilings, polyhedra, and arrangements to computational topology and visibility problems. Included are papers on the interaction between real algebraic geometry and discrete and computational geometry, as well as on linear programming and geometric discrepancy theory.
Publisher: American Mathematical Soc.
ISBN: 0821806742
Category : Mathematics
Languages : en
Pages : 480
Book Description
This volume is a collection of refereed expository and research articles in discrete and computational geometry written by leaders in the field. Articles are based on invited talks presented at the AMS-IMS-SIAM Summer Research Conference, "Discrete and Computational Geometry: Ten Years Later", held in 1996 at Mt. Holyoke College (So.Hadley, MA). Topics addressed range from tilings, polyhedra, and arrangements to computational topology and visibility problems. Included are papers on the interaction between real algebraic geometry and discrete and computational geometry, as well as on linear programming and geometric discrepancy theory.
Virtual Realities
Author: Sabine Coquillart
Publisher: Springer Science & Business Media
ISBN: 3211991786
Category : Computers
Languages : en
Pages : 259
Book Description
The articles by well-known international experts intend to facilitate more elaborate expositions of the research presented at the seminar, and to collect and document the results of the various discussions, including ideas and open problems that were identified. Correspondingly the book will consist of two parts. Part I will consist of extended articles describing research presented at the seminar. This will include papers on tracking, motion capture, displays, cloth simulation, and applications. Part II will consist of articles that capture the results of breakout discussions, describe visions, or advocate particular positions. This will include discussions about system latency, 3D interaction, haptic interfaces, social gaming, perceptual issues, and the fictional "Holodeck".
Publisher: Springer Science & Business Media
ISBN: 3211991786
Category : Computers
Languages : en
Pages : 259
Book Description
The articles by well-known international experts intend to facilitate more elaborate expositions of the research presented at the seminar, and to collect and document the results of the various discussions, including ideas and open problems that were identified. Correspondingly the book will consist of two parts. Part I will consist of extended articles describing research presented at the seminar. This will include papers on tracking, motion capture, displays, cloth simulation, and applications. Part II will consist of articles that capture the results of breakout discussions, describe visions, or advocate particular positions. This will include discussions about system latency, 3D interaction, haptic interfaces, social gaming, perceptual issues, and the fictional "Holodeck".
Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Advances in Geometric Modeling and Processing
Author: Falai Chen
Publisher: Springer
ISBN: 3540792465
Category : Computers
Languages : en
Pages : 615
Book Description
GeometricModelingandProcessing(GMP)isabiennialinternationalconference on geometric modeling, simulation and computing, which provides researchers and practitioners with a forum for exchanging new ideas, discussing new app- cations, and presenting new solutions. Previous GMP conferences were held in Pittsburgh (2006), Beijing (2004), Tokyo (2002), and Hong Kong (2000). This, the 5th GMP conference, was held in Hangzhou, one of the most beautiful cities in China. GMP 2008 received 113 paper submissions, covering a wide spectrum of - ometric modeling and processing, such as curves and surfaces, digital geometry processing, geometric feature modeling and recognition, geometric constraint solving, geometric optimization, multiresolution modeling, and applications in computer vision, image processing, scienti?c visualization, robotics and reverse engineering. Each paper was reviewed by at least three members of the program committee andexternalreviewers.Basedonthe recommendations ofthe revi- ers, 34 regular papers were selected for oral presentation, and 17 short papers were selected for poster presentation. All selected papers are included in these proceedings. We thank all authors, external reviewers and program committee members for their great e?ort and contributions, which made this conference a success.
Publisher: Springer
ISBN: 3540792465
Category : Computers
Languages : en
Pages : 615
Book Description
GeometricModelingandProcessing(GMP)isabiennialinternationalconference on geometric modeling, simulation and computing, which provides researchers and practitioners with a forum for exchanging new ideas, discussing new app- cations, and presenting new solutions. Previous GMP conferences were held in Pittsburgh (2006), Beijing (2004), Tokyo (2002), and Hong Kong (2000). This, the 5th GMP conference, was held in Hangzhou, one of the most beautiful cities in China. GMP 2008 received 113 paper submissions, covering a wide spectrum of - ometric modeling and processing, such as curves and surfaces, digital geometry processing, geometric feature modeling and recognition, geometric constraint solving, geometric optimization, multiresolution modeling, and applications in computer vision, image processing, scienti?c visualization, robotics and reverse engineering. Each paper was reviewed by at least three members of the program committee andexternalreviewers.Basedonthe recommendations ofthe revi- ers, 34 regular papers were selected for oral presentation, and 17 short papers were selected for poster presentation. All selected papers are included in these proceedings. We thank all authors, external reviewers and program committee members for their great e?ort and contributions, which made this conference a success.