When several objects are moved about by computer animarion, there is the chance that they will interpenetrate. This is often an undesired state, particularly if the animation is seeking to model a realistic world. Two issues are involved: detecting that a collision has occurred, and responding to it. The former is fundamentally a kinematic problem, involving the positional relationship of objects in the world. The latter is a dynamic problem, in that it involves predicting behavior according to physical laws. This paper discusses collision detection and response in general, presents two collision detection algorithms, describes modeling collisions of arbitrary bodies using springs, and presents an analytical collision response algorithm for articulated rigid bodies that conserves linear and angular momentum.
The large size of many volume data sets often prevents visualization algorithms from providing interactive rendering. The use of hierarchical data structures can ameliorate this problem by storing summary information to prevent useless exploration of regions of little or no current interest within the volume. This paper discusses research into the use of the octree hierarchical data structure when the regions of current interest can vary during the application, and are not known a priori . Octrees are well suited to the six-sided cell structure of many volumes. A new space-efficient design is introduced for octree representations of volumes whose resolutions are not conveniently a power of two; octrees following this design are called branch-on-need octrees (BONOs). Also, a caching method is described that essentially passes information between octree neighbors whose visitation times may be quite different, then discards it when its useful life is over. Using the application of octrees to isosurface generation as a focus, space and time comparisons for octree-based versus more traditional “marching” methods are presented.
When several objects are moved about by computer animarion, there is the chance that they will interpenetrate. This is often an undesired state, particularly if the animation is seeking to model a realistic world. Two issues are involved: detecting that a collision has occurred, and responding to it. The former is fundamentally a kinematic problem, involving the positional relationship of objects in the world. The latter is a dynamic problem, in that it involves predicting behavior according to physical laws. This paper discusses collision detection and response in general, presents two collision detection algorithms, describes modeling collisions of arbitrary bodies using springs, and presents an analytical collision response algorithm for articulated rigid bodies that conserves linear and angular momentum.
We describe an improved, anatomically based approach to modeling and animating animals. Underlying muscles, bones, and generalized tissue are modeled as triangle meshes or ellipsoids. Muscles are deformable discretized cylinders lying between fixed origins and insertions on specific bones. Default rest muscle shapes can be used, or the rest muscle shape can be designed by the user with a small set of parameters. Muscles automatically change shape as the joints move. Skin is generated by voxelizing the underlying components, filtering, and extracting a polygonal isosurface. Isosurface skin vertices are associated with underlying components and move with them during joint motion. Skin motion is consistent with an elastic membrane model. All components are parameterized and can be reused on similar bodies with non-uniformly scaled parts. This parameterization allows a non-uniformly sampled skin to be extracted, maintaining more details at the head and extremities.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.