Volume 2: 32nd Computers and Information in Engineering Conference, Parts a and B 2012
DOI: 10.1115/detc2012-71120
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3D Object Representation for Physics Simulation Engines and its Effect on Virtual Assembly Tasks

Abstract: Physical based modelling (PBM) uses physics simulation engines (PSE) to provide the dynamic behaviour and collision detection of virtual objects in virtual environments emulating the real world. There exists a variety of PSEs, each one with pros and cons according to the application in which they are employed. Each physics engine uses its proprietary collision detection algorithm. Collision detection is a key aspect of assembly tasks and its performance is dependent on the way virtual objects are represented. … Show more

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Cited by 7 publications
(2 citation statements)
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“…The two spheres are created using different collision shape representation algorithms, i.e. primitives, GIMPACT (2011), HACD (Mamou and Ghorbel, 2009), and ConvexFT (Gonzalez et al, 2012). When using primitives, the collision shape of the spheres is created by specifying only its diameter.…”
Section: Balancing Testmentioning
confidence: 99%
“…The two spheres are created using different collision shape representation algorithms, i.e. primitives, GIMPACT (2011), HACD (Mamou and Ghorbel, 2009), and ConvexFT (Gonzalez et al, 2012). When using primitives, the collision shape of the spheres is created by specifying only its diameter.…”
Section: Balancing Testmentioning
confidence: 99%
“…Within the unity environment this problem is usually addressed by either an approximation made from primitive collision shapes (created manually by the user) or with the use of automatically generated convex hull collision meshes. The convexFT [46] technique is implemented here.…”
Section: Assembly and Dfa Analysismentioning
confidence: 99%