Animação e Visualização Tridimensional. Collision Detection Corpo docente de AVT / CG&M / DEI / IST / UTL
|
|
- Brent Doyle
- 6 years ago
- Views:
Transcription
1 Animação e Visualização Triimensional Collision Detection
2 Collision Hanling Collision Detection Collision Determination Collision Response
3 Collision Hanling Collision Detection Collision Determination Collision Response
4 Collision Hanling Collision Detection Collision Determination Collision Response
5 Collision Hanling Collision Detection Collision Determination Collision Response
6 Collision Hanling Collision Detection Collision Determination Collision Response
7 Collision Hanling Collision Detection Collision Determination Collision Response
8 Collision Hanling Collision Detection Collision Determination Collision Response
9 What you nee to know Basic geometry vectors, points, homogenous coorinates, affine transformations, ot prouct, cross prouct, vector projections, normals, planes Math helps Linear algebra, calculus, ifferential equations
10 Plane Equation A 3D Plane is efine by a normal an a istance along that normal Plane Equation: (N, Ny, Nz) (, y, z) = Fin : (N, Ny, Nz) (P, Py, Pz) = For test point (,y,z), if plane equation > : point on front sie (in irection of normal), < : on back sie = : irectly on plane
11 Cross an Dot Proucts point point::operator^(point p) { // epens on the choice of orientation point res; res. = y*p.z - z*p.y; res.y = z*p. - *p.z; res.z = *p.y - y*p.; return res; } ouble point::operator*(point p) { } return (p.* p.y*y p.z*z);
12 So where o you start.? First you have to etect collisions With iscrete timesteps, every frame you check to see if objects are intersecting (overlapping) Testing if your moel s actual volume overlaps another s is too slow Use bouning volumes (BV s) to approimate each object s real volume
13 BouningVolumes? Conve-ness is important spheres, cyliners, boes, polyhera, etc. Spheres are mostly use for fast culling For boes an polyhera, most intersection tests start with point insie-outsie tests That s why conveity matters! There is no general insie-outsie test for a 3D concave polyheron.
14 D Point Insie-OutsieTests Conve Polygon Test Test point has to be on same sie of all eges Concave Polygon Tests 36 egree angle summation Compute angles between test point an each verte Insie if they sum to 36 Slow, ot prouct an acos for each angle! Several other methos eists Eplore them!
15 Closest point on a line Hany for all sorts of things
16 Spheres as BouningVolumes Simplest 3D Bouning Volume Center point an raius Point in/out test: Calculate istance between test point an center point If istance <= raius, point is insie You can save a square root by calculating the square istance an comparing with the square raius!!! (this makes things a lot faster) It is ALWAYS worth it to o a sphere test before any more complicate test.
17 Ais-Aligne Bouning Boes Specifie as two points: Normals are easy to calculate Simple point-insie test:
18 ProblemsWithAABB s Not very efficient Rotation can be complicate Must rotate moel an rebuil AABB but this is not efficient
19 Oriente Bouning Boes Define by: Center point, 3 normalize ais, 3 ege half-lengths Can be store as 8 points sometimes more efficient Can become not-a-bo after transformations Ais are the 3 face normals Better at bouning than spheres an AABB s
20 Simple Collision Detection Only shoot rays to fin collisions, i.e., approimate an object with a set of rays Cheaper, but less accurate Test for point in plane or point in sphere
21 Simple Collision Detection Only shoot rays to fin collisions, i.e., approimate an object with a set of rays Cheaper, but less accurate Test: point insie sphere
22 Simple Collision Detection Only shoot rays to fin collisions, i.e., approimate an object with a set of rays Cheaper, but less accurate Test: intersection with sphere r r r R( t) = R t< behin o object center t= center t=1 borer t>1 ousie object R t
23 Intersection Ray Sphere Ray Sphere Replacing ray s, y, z in sphere equation, we have: (,y,z ) ( 1,y 1,z 1 ) ( c,y c,z c ) = C B t A t ( ) ( ) ( ) t z z t z z z z t y y t y y y y t t = = = = = = ( ) ( ) ( ) = r z z y y c c c ( ) ( ) ( ) ( ) ( ) ( ) r z z y y C z z z y y y B z y A c c c c c c = = =
24 Intersection Ray Sphere Normalizing ray vector Simplifying the equation: y z = 1 A = 1 t = B ± B C B - C Conclusão < Ray oes not intersect sphere = Ray is tangent to sphere > Ray intersects sphere
25 Intersection Ray Sphere In principle we want the lower t: But... t = B B C (a) t<, not intersecting (b) origin insie sphere (C>): two solutions, we want the higher value, not the lower! (c) normal case (a) (b) (c)
26 Intersection Ray Sphere Não queremos calcular tuo antes e saber se há intersecção ou não... Solução: calcular Se <, não há intersecção possível t min = R D OC (outra forma: se t min oc r e B<, não intersecta) t min R R C C C C
27 Intersection Ray-Plane Plane Equation A B y C z D = Replacing in the parametric e equation an solving in orer to t, we have: t i ( A B y C z D) = A B y C z t i N R D = N R Ray is parallell to plane if: N R =
28 Collision Detection Packages Bullet Physics Library - library for performing rigi-boy collision etection an response. Open source an free for commercial use, an is integrate with Blener an COLLADA. V-clip - a low level object collision library. ODE - a free rigi boy ynamics package which inclues collision etection. ColDet - a free collision etection library for generic polyhera. Havok - the most popular commercial library for games is free for non-commercial use.
29 Conclusion cannot test every pair of triangles: O(n ) use BVs because these are cheap to test better: use a hierarchical scene graph
4.2 Implicit Differentiation
6 Chapter 4 More Derivatives 4. Implicit Differentiation What ou will learn about... Implicitl Define Functions Lenses, Tangents, an Normal Lines Derivatives of Higher Orer Rational Powers of Differentiable
More informationComputer Graphics Chapter 7 Three-Dimensional Viewing Viewing
Computer Graphics Chapter 7 Three-Dimensional Viewing Outline Overview of Three-Dimensional Viewing Concepts The Three-Dimensional Viewing Pipeline Three-Dimensional Viewing-Coorinate Parameters Transformation
More informationClassical Mechanics Examples (Lagrange Multipliers)
Classical Mechanics Examples (Lagrange Multipliers) Dipan Kumar Ghosh Physics Department, Inian Institute of Technology Bombay Powai, Mumbai 400076 September 3, 015 1 Introuction We have seen that the
More information2.7 Implicit Differentiation
2.7 Implicit Differentiation [ y] = = = [ x] 1 Sometimes we may be intereste in fining the erivative of an equation that is not solve or able to be solve for a particular epenent variable explicitly. In
More informationProblem #130 Ant On Cylinders
Problem #130 Ant On Cyliners The Distance The Ant Travels Along The Surface John Snyer November, 009 Problem Consier the soli boune by the three right circular cyliners x y (greenish-yellow), x z (re),
More informationComputer Graphics Inf4/MSc. Computer Graphics. Lecture 6 View Projection Taku Komura
Computer Graphics Lecture 6 View Projection Taku Komura 1 Overview 1. View transformation 2. Rasterisation Implementation of viewing. Transform into camera coorinates. Perform projection into view volume
More informationAnnouncements. Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday
Announcements Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday 1 Spatial Data Structures Hierarchical Bounding Volumes Grids Octrees BSP Trees 11/7/02 Speeding Up Computations
More informationSpeeding up your game
Speeding up your game The scene graph Culling techniques Level-of-detail rendering (LODs) Collision detection Resources and pointers (adapted by Marc Levoy from a lecture by Tomas Möller, using material
More informationSpatial Data Structures
Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) [Angel 9.10] Outline Ray tracing review what rays matter? Ray tracing speedup faster
More informationHoly Halved Heaquarters Riddler
Holy Halve Heaquarters Riler Anonymous Philosopher June 206 Laser Larry threatens to imminently zap Riler Heaquarters (which is of regular pentagonal shape with no courtyar or other funny business) with
More informationSpatial Data Structures
CSCI 420 Computer Graphics Lecture 17 Spatial Data Structures Jernej Barbic University of Southern California Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees [Angel Ch. 8] 1 Ray Tracing Acceleration
More information(a) Find the equation of the plane that passes through the points P, Q, and R.
Math 040 Miterm Exam 1 Spring 014 S o l u t i o n s 1 For given points P (, 0, 1), Q(, 1, 0), R(3, 1, 0) an S(,, 0) (a) Fin the equation of the plane that passes through the points P, Q, an R P Q = 0,
More informationSpatial Data Structures
CSCI 480 Computer Graphics Lecture 7 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids BSP Trees [Ch. 0.] March 8, 0 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s/
More informationA Different Approach for Continuous Physics. Vincent ROBERT Physics Programmer at Ubisoft
A Different Approach for Continuous Physics Vincent ROBERT vincent.robert@ubisoft.com Physics Programmer at Ubisoft A Different Approach for Continuous Physics Existing approaches Our method Limitations
More informationAnnouncements. Introduction to Cameras. The Key to Axis Angle Rotation. Axis-Angle Form (review) Axis Angle (4 steps) Mechanics of Axis Angle
Ross Beerige Bruce Draper Introuction to Cameras September th 25 Announcements PA ue eek from Tuesa Q: hat i I mean b robust I/O? Hanle arious numbers of erte/face features Check for count matches Goo
More informationCONSTRUCTION AND ANALYSIS OF INVERSIONS IN S 2 AND H 2. Arunima Ray. Final Paper, MATH 399. Spring 2008 ABSTRACT
CONSTUCTION AN ANALYSIS OF INVESIONS IN S AN H Arunima ay Final Paper, MATH 399 Spring 008 ASTACT The construction use to otain inversions in two-imensional Eucliean space was moifie an applie to otain
More informationScene Management. Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development
Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development Chap. 5 Scene Management Overview Scene Management vs Rendering This chapter is about rendering
More informationExercises of PIV. incomplete draft, version 0.0. October 2009
Exercises of PIV incomplete raft, version 0.0 October 2009 1 Images Images are signals efine in 2D or 3D omains. They can be vector value (e.g., color images), real (monocromatic images), complex or binary
More informationCS770/870 Spring 2017 Ray Tracing Implementation
Useful ector Information S770/870 Spring 07 Ray Tracing Implementation Related material:angel 6e: h.3 Ray-Object intersections Spheres Plane/Polygon Box/Slab/Polyhedron Quadric surfaces Other implicit/explicit
More informationSpatial Data Structures
15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) April 1, 2003 [Angel 9.10] Frank Pfenning Carnegie
More informationSpecialized Acceleration Structures for Ray-Tracing. Warren Hunt
Specialized Acceleration Structures for Ray-Tracing Warren Hunt Bill Mark Forward: Flavor of Research Build is cheap (especially with scan, lazy and build from hierarchy) Grid build and BVH refit are really
More informationLast week. Machiraju/Zhang/Möller
Last week Machiraju/Zhang/Möller 1 Overview of a graphics system Output device Input devices Image formed and stored in frame buffer Machiraju/Zhang/Möller 2 Introduction to CG Torsten Möller 3 Ray tracing:
More informationSpatial Data Structures
15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) March 28, 2002 [Angel 8.9] Frank Pfenning Carnegie
More informationPlane Sweep Algorithms
CMPS 6640/4040 Computational Geometry Spring 2016 Plane Sweep Algorithms Carola Wenk 3/3/16 CMPS 6640/4040 Computational Geometry 1 Line Segment Intersection Input: A set S={s 1,, s n } of (close) line
More informationTry It. Implicit and Explicit Functions. Video. Exploration A. Differentiating with Respect to x
SECTION 5 Implicit Differentiation Section 5 Implicit Differentiation Distinguish between functions written in implicit form an eplicit form Use implicit ifferentiation to fin the erivative of a function
More informationSpatial Data Structures and Speed-Up Techniques. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology
Spatial Data Structures and Speed-Up Techniques Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Spatial data structures What is it? Data structure that organizes
More informationMore Raster Line Issues. Bresenham Circles. Once More: 8-Pt Symmetry. Only 1 Octant Needed. Spring 2013 CS5600
Spring 03 Lecture Set 3 Bresenham Circles Intro to Computer Graphics From Rich Riesenfel Spring 03 More Raster Line Issues Fat lines with multiple pixel with Symmetric lines n point geometry how shoul
More informationA Versatile Model-Based Visibility Measure for Geometric Primitives
A Versatile Moel-Base Visibility Measure for Geometric Primitives Marc M. Ellenrieer 1,LarsKrüger 1, Dirk Stößel 2, an Marc Hanheie 2 1 DaimlerChrysler AG, Research & Technology, 89013 Ulm, Germany 2 Faculty
More informationHidden Surface Removal
Outline Introduction Hidden Surface Removal Hidden Surface Removal Simone Gasparini gasparini@elet.polimi.it Back face culling Depth sort Z-buffer Introduction Graphics pipeline Introduction Modeling Geom
More informationRay Tracing. Foley & Van Dam, Chapters 15 and 16
Ray Tracing Foley & Van Dam, Chapters 15 and 16 Ray Tracing Visible Surface Ray Tracing (Ray Casting) Examples Efficiency Issues Computing Boolean Set Operations Recursive Ray Tracing Determine visibility
More informationRay Tracing Foley & Van Dam, Chapters 15 and 16
Foley & Van Dam, Chapters 15 and 16 (Ray Casting) Examples Efficiency Issues Computing Boolean Set Operations Recursive Determine visibility of a surface by tracing rays of light from the viewer s eye
More informationFinal Examination. Math1339 (C) Calculus and Vectors. December 22, :30-12:30. Sanghoon Baek. Department of Mathematics and Statistics
Math1339 (C) Calculus and Vectors December 22, 2010 09:30-12:30 Sanghoon Baek Department of Mathematics and Statistics University of Ottawa Email: sbaek@uottawa.ca MAT 1339 C Instructor: Sanghoon Baek
More informationAlgebraic Geometry of Segmentation and Tracking
Ma191b Winter 2017 Geometry of Neuroscience Geometry of lines in 3-space and Segmentation and Tracking This lecture is based on the papers: Reference: Marco Pellegrini, Ray shooting and lines in space.
More informationCollision detection. Piotr Fulma«ski. 19 pa¹dziernika Wydziaª Matematyki i Informatyki, Uniwersytet Šódzki, Polska
Collision detection Piotr Fulma«ski Wydziaª Matematyki i Informatyki, Uniwersytet Šódzki, Polska 19 pa¹dziernika 2015 Table of contents Collision in games Algorithms to detect collision in games depend
More informationProblems of Plane analytic geometry
1) Consider the vectors u(16, 1) and v( 1, 1). Find out a vector w perpendicular (orthogonal) to v and verifies u w = 0. 2) Consider the vectors u( 6, p) and v(10, 2). Find out the value(s) of parameter
More informationRendering: Reality. Eye acts as pinhole camera. Photons from light hit objects
Basic Ray Tracing Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as
More informationUnit #5 - Implicit Differentiation, Related Rates Section 3.7
Unit #5 - Implicit Differentiation, Relate Rates Section 3.7 Some material from Calculus, Single an MultiVariable b Hughes-Hallett, Gleason, McCallum et. al. Copright 005 b John Wile & Sons, Inc. This
More informationRay scene intersections
Ray scene intersections 1996-2018 Josef Pelikán CGG MFF UK Praha pepca@cgg.mff.cuni.cz http://cgg.mff.cuni.cz/~pepca/ Intersection 2018 Josef Pelikán, http://cgg.mff.cuni.cz/~pepca 1 / 26 Ray scene intersection
More informationGeometry Definitions and Theorems. Chapter 9. Definitions and Important Terms & Facts
Geometry Definitions and Theorems Chapter 9 Definitions and Important Terms & Facts A circle is the set of points in a plane at a given distance from a given point in that plane. The given point is the
More informationS U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T
S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render
More informationOn a Method of Finding Homoclinic and Heteroclinic Orbits in. Multidimensional Dynamical Systems
Applie Mathematics & Information Sciences 4(3) (), 383 394 An International Journal c Diie W Publishing Corporation, U. S. A. On a Metho of Fining Homoclinic an Heteroclinic Orbits in Multiimensional Dynamical
More informationCS 106 Winter 2016 Craig S. Kaplan. Module 01 Processing Recap. Topics
CS 106 Winter 2016 Craig S. Kaplan Moule 01 Processing Recap Topics The basic parts of speech in a Processing program Scope Review of syntax for classes an objects Reaings Your CS 105 notes Learning Processing,
More informationCollision handling: detection and response
Collision handling: detection and response Collision handling overview Detection Discrete collision detection Convex polygon intersection test General polygon intersection test Continuous collision detection
More informationLinear First-Order PDEs
MODULE 2: FIRST-ORDER PARTIAL DIFFERENTIAL EQUATIONS 9 Lecture 2 Linear First-Orer PDEs The most general first-orer linear PDE has the form a(x, y)z x + b(x, y)z y + c(x, y)z = (x, y), (1) where a, b,
More information2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into
2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into the viewport of the current application window. A pixel
More information6 Gradient Descent. 6.1 Functions
6 Graient Descent In this topic we will iscuss optimizing over general functions f. Typically the function is efine f : R! R; that is its omain is multi-imensional (in this case -imensional) an output
More informationComputer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)
Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Raytracing Global illumination-based rendering method Simulates
More informationImplicit and Explicit Functions
60_005.q //0 :5 PM Page SECTION.5 Implicit Differentiation Section.5 EXPLORATION Graphing an Implicit Equation How coul ou use a graphing utilit to sketch the graph of the equation? Here are two possible
More informationCollision detection. Piotr Fulma«ski. 1 grudnia
Collision detection Piotr Fulma«ski piotr@fulmanski.pl 1 grudnia 2016 Table of contents Collision in games Algorithms to detect collision in games depend on the type of shapes that can collide (e.g. rectangle
More informationCHAPTER 1 Graphics Systems and Models 3
?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........
More informationChapter 35 Homework (due 12/03/13)!!
Chapter 35 Homework (ue 12/03/13) 35.6 35.20 35.21 35.29 35.51 35.55 35.66 35.68 page 1 Problem 35.6 An unerwater scuba iver sees the sun an in the parent angle of 45 above the horizontal. What is the
More informationRay Tracing Basics I. Computer Graphics as Virtual Photography. camera (captures light) real scene. photo. Photographic print. Photography: processing
Ray Tracing Basics I Computer Graphics as Virtual Photography Photography: real scene camera (captures light) photo processing Photographic print processing Computer Graphics: 3D models camera model (focuses
More informationComputer Graphics Ray Casting. Matthias Teschner
Computer Graphics Ray Casting Matthias Teschner Outline Context Implicit surfaces Parametric surfaces Combined objects Triangles Axis-aligned boxes Iso-surfaces in grids Summary University of Freiburg
More informationRay tracing. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/19/07 1
Ray tracing Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 3/19/07 1 From last time Hidden surface removal Painter s algorithm Clipping algorithms Area subdivision BSP trees Z-Buffer
More informationCS4620/5620: Lecture 14 Pipeline
CS4620/5620: Lecture 14 Pipeline 1 Rasterizing triangles Summary 1! evaluation of linear functions on pixel grid 2! functions defined by parameter values at vertices 3! using extra parameters to determine
More informationPipeline Operations. CS 4620 Lecture 10
Pipeline Operations CS 4620 Lecture 10 2008 Steve Marschner 1 Hidden surface elimination Goal is to figure out which color to make the pixels based on what s in front of what. Hidden surface elimination
More informationMath 131. Implicit Differentiation Larson Section 2.5
Math 131. Implicit Differentiation Larson Section.5 So far we have ealt with ifferentiating explicitly efine functions, that is, we are given the expression efining the function, such as f(x) = 5 x. However,
More information1 Shortest Path Problems
CS268: Geometric Algorithms Hanout #7 Design an Analysis Original Hanout #18 Stanfor University Tuesay, 25 February 1992 Original Lecture #8: 4 February 1992 Topics: Shortest Path Problems Scribe: Jim
More informationDual Arm Robot Research Report
Dual Arm Robot Research Report Analytical Inverse Kinematics Solution for Moularize Dual-Arm Robot With offset at shouler an wrist Motivation an Abstract Generally, an inustrial manipulator such as PUMA
More informationComputing Visibility. Backface Culling for General Visibility. One More Trick with Planes. BSP Trees Ray Casting Depth Buffering Quiz
Computing Visibility BSP Trees Ray Casting Depth Buffering Quiz Power of Plane Equations We ve gotten a lot of mileage out of one simple equation. Basis for D outcode-clipping Basis for plane-at-a-time
More informationComputer Graphics I Lecture 11
15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/
More informationX y. f(x,y,d) f(x,y,d) Peak. Motion stereo space. parameter space. (x,y,d) Motion stereo space. Parameter space. Motion stereo space.
3D Shape Measurement of Unerwater Objects Using Motion Stereo Hieo SAITO Hirofumi KAWAMURA Masato NAKAJIMA Department of Electrical Engineering, Keio Universit 3-14-1Hioshi Kouhoku-ku Yokohama 223, Japan
More informationApproximation with Active B-spline Curves and Surfaces
Approximation with Active B-spline Curves an Surfaces Helmut Pottmann, Stefan Leopolseer, Michael Hofer Institute of Geometry Vienna University of Technology Wiener Hauptstr. 8 10, Vienna, Austria pottmann,leopolseer,hofer
More informationHidden Surface Elimination: BSP trees
Hidden Surface Elimination: BSP trees Outline Binary space partition (BSP) trees Polygon-aligned 1 BSP Trees Basic idea: Preprocess geometric primitives in scene to build a spatial data structure such
More informationGame Mathematics. (12 Week Lesson Plan)
Game Mathematics (12 Week Lesson Plan) Lesson 1: Set Theory Textbook: Chapter One (pgs. 1 15) We begin the course by introducing the student to a new vocabulary and set of rules that will be foundational
More informationRay Tracing. Outline. Ray Tracing: History
Foundations of omputer Graphics Online Lecture 9: Ray Tracing 1 History and asic Ray asting Ravi Ramamoorthi Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water,
More informationDivide-and-Conquer Algorithms
Supplment to A Practical Guie to Data Structures an Algorithms Using Java Divie-an-Conquer Algorithms Sally A Golman an Kenneth J Golman Hanout Divie-an-conquer algorithms use the following three phases:
More informationCV: 3D sensing and calibration
CV: 3D sensing and calibration Coordinate system changes; perspective transformation; Stereo and structured light MSU CSE 803 1 roadmap using multiple cameras using structured light projector 3D transformations
More informationGraphics Pipeline : Geometric Operations
Graphics Pipeline : Geometric Operations Uniersit of Calgar GraphicsJungle Project CPSC 587 25 page Vieing transformation Tools for creating an manipulating a camera that prouces pictures of a 3D scene
More informationSpherical Billboards and their Application to Rendering Explosions
Spherical Billboars an their Application to Renering Explosions Tamás Umenhoffer László Szirmay-Kalos Gábor Szijártó Department of Control Engineering an Information Technology Buapest University of Technology,
More informationAdvanced method of NC programming for 5-axis machining
Available online at www.scienceirect.com Proceia CIRP (0 ) 0 07 5 th CIRP Conference on High Performance Cutting 0 Avance metho of NC programming for 5-axis machining Sergej N. Grigoriev a, A.A. Kutin
More informationViewing Transformations I Comp 535
Viewing Transformations I Comp 535 Motivation Want to see our virtual 3-D worl on a 2-D screen 2 Graphics Pipeline Moel Space Moel Transformations Worl Space Viewing Transformation Ee/Camera Space Projection
More informationCS488. Visible-Surface Determination. Luc RENAMBOT
CS488 Visible-Surface Determination Luc RENAMBOT 1 Visible-Surface Determination So far in the class we have dealt mostly with simple wireframe drawings of the models The main reason for this is so that
More information9.1 Parametric Curves
Math 172 Chapter 9A notes Page 1 of 20 9.1 Parametric Curves So far we have discussed equations in the form. Sometimes and are given as functions of a parameter. Example. Projectile Motion Sketch and axes,
More informationBIJECTIONS FOR PLANAR MAPS WITH BOUNDARIES
BIJECTIONS FOR PLANAR MAPS WITH BOUNDARIES OLIVIER BERNARDI AND ÉRIC FUSY Abstract. We present bijections for planar maps with bounaries. In particular, we obtain bijections for triangulations an quarangulations
More informationTwo basic types: image-precision and object-precision. Image-precision For each pixel, determine which object is visable Requires np operations
walters@buffalo.edu CSE 480/580 Lecture 21 Slide 1 Visible-Surface Determination (Hidden Surface Removal) Computationaly expensive Two basic types: image-precision and object-precision For n objects and
More informationimproving raytracing speed
ray tracing II computer graphics ray tracing II 2006 fabio pellacini 1 improving raytracing speed computer graphics ray tracing II 2006 fabio pellacini 2 raytracing computational complexity ray-scene intersection
More informationState Indexed Policy Search by Dynamic Programming. Abstract. 1. Introduction. 2. System parameterization. Charles DuHadway
State Inexe Policy Search by Dynamic Programming Charles DuHaway Yi Gu 5435537 503372 December 4, 2007 Abstract We consier the reinforcement learning problem of simultaneous trajectory-following an obstacle
More informationMath for Gameplay / AI. John O Brien Senior Gameplay Programmer Insomniac Games, Inc
Math for Gameplay / AI John O Brien Senior Gameplay Programmer Insomniac Games, Inc jobrien@insomniacgames.com jobrien@nc.rr.com Overview Basic Object Intersection Tests Real gameplay example(s) AI-specific
More informationAcceleration Data Structures
CT4510: Computer Graphics Acceleration Data Structures BOCHANG MOON Ray Tracing Procedure for Ray Tracing: For each pixel Generate a primary ray (with depth 0) While (depth < d) { Find the closest intersection
More information5th International Conference on Advanced Design and Manufacturing Engineering (ICADME 2015)
5th International Conference on Avance Design an Manufacturing Engineering (ICADME 25) Research on motion characteristics an application of multi egree of freeom mechanism base on R-W metho Xiao-guang
More informationIntersecting Simple Surfaces. Dr. Scott Schaefer
Intersecting Simple Surfaces Dr. Scott Schaefer 1 Types of Surfaces Infinite Planes Polygons Convex Ray Shooting Winding Number Spheres Cylinders 2/66 Infinite Planes Defined by a unit normal n and a point
More informationDr. Del's Tiers 1 6 Syllabus
Tier 1 28 SCIENTIC CALCULATOR & PRE-ALGEBRA LESSONS Using a Scientific Calculator: Introduction plus 16 lessons CI: Introduction (5 Min.) C1: Basic Operations (6 Min.) C2: Real Numbers (6 Min.) C3: Negative
More informationUsing Ray Tracing for Site-Specific Indoor Radio Signal Strength Analysis 1
Using Ray Tracing for Site-Specific Inoor Raio Signal Strength Analysis 1 Michael Ni, Stephen Mann, an Jay Black Computer Science Department, University of Waterloo, Waterloo, Ontario, NL G1, Canaa Abstract
More informationUsing Bounding Volume Hierarchies Efficient Collision Detection for Several Hundreds of Objects
Part 7: Collision Detection Virtuelle Realität Wintersemester 2007/08 Prof. Bernhard Jung Overview Bounding Volumes Separating Axis Theorem Using Bounding Volume Hierarchies Efficient Collision Detection
More information11 - Spatial Data Structures
11 - Spatial Data Structures cknowledgement: Marco Tarini Types of Queries Graphic applications often require spatial queries Find the k points closer to a specific point p (k-nearest Neighbours, knn)
More informationSLOPE A MEASURE OF STEEPNESS through 7.1.5
SLOPE A MEASURE OF STEEPNESS 7.1. through 7.1.5 Students have used the equation = m + b throughout this course to graph lines and describe patterns. When the equation is written in -form, the m is the
More informationLecture 25 of 41. Spatial Sorting: Binary Space Partitioning Quadtrees & Octrees
Spatial Sorting: Binary Space Partitioning Quadtrees & Octrees William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public
More informationRay Tracer I: Ray Casting Due date: 12:00pm December 3, 2001
Computer graphics Assignment 5 1 Overview Ray Tracer I: Ray Casting Due date: 12:00pm December 3, 2001 In this assignment you will implement the camera and several primitive objects for a ray tracer. We
More informationAccelerating Geometric Queries. Computer Graphics CMU /15-662, Fall 2016
Accelerating Geometric Queries Computer Graphics CMU 15-462/15-662, Fall 2016 Geometric modeling and geometric queries p What point on the mesh is closest to p? What point on the mesh is closest to p?
More informationEffects needed for Realism. Ray Tracing. Ray Tracing: History. Outline. Foundations of Computer Graphics (Spring 2012)
Foundations of omputer Graphics (Spring 202) S 84, Lecture 5: Ray Tracing http://inst.eecs.berkeley.edu/~cs84 Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water,
More informationKinematic Analysis of a Family of 3R Manipulators
Kinematic Analysis of a Family of R Manipulators Maher Baili, Philippe Wenger an Damien Chablat Institut e Recherche en Communications et Cybernétique e Nantes, UMR C.N.R.S. 6597 1, rue e la Noë, BP 92101,
More informationCylinder Collision. Reddy Sambavaram 9/07/2007
Cylinder Collision Reddy Sambavaram 9/07/2007 Cylinder Collision PART 1: collision algorithms. PART 2: What did it mean to add a new collision primitive to the engine and tools? What had to change? What
More information2D Object Definition (1/3)
2D Object Definition (1/3) Lines and Polylines Lines drawn between ordered points to create more complex forms called polylines Same first and last point make closed polyline or polygon Can intersect itself
More informationTransformations in Ray Tracing. MIT EECS 6.837, Durand and Cutler
Transformations in Ray Tracing Linear Algebra Review Session Tonight! 7:30 9 PM Last Time: Simple Transformations Classes of Transformations Representation homogeneous coordinates Composition not commutative
More informationFINDING OPTICAL DISPERSION OF A PRISM WITH APPLICATION OF MINIMUM DEVIATION ANGLE MEASUREMENT METHOD
Warsaw University of Technology Faculty of Physics Physics Laboratory I P Joanna Konwerska-Hrabowska 6 FINDING OPTICAL DISPERSION OF A PRISM WITH APPLICATION OF MINIMUM DEVIATION ANGLE MEASUREMENT METHOD.
More informationQuestions??? Announcements Assignment 3 due today
Announcements Assignment 3 due today Questions??? Remember that you have late days (if you haven t used them yet ) Problem set 3 out at the end of the day Movie for Assignment 2 at the end of class 1 Ray
More informationComputer Graphics. - Clipping - Philipp Slusallek & Stefan Lemme
Computer Graphics - Clipping - Philipp Slusallek & Stefan Lemme Clipping Motivation Projected primitive might fall (partially) outside of the visible display window E.g. if standing inside a building Eliminate
More informationFigure 1: Schematic of an SEM [source: ]
EECI Course: -9 May 1 by R. Sanfelice Hybri Control Systems Eelco van Horssen E.P.v.Horssen@tue.nl Project: Scanning Electron Microscopy Introuction In Scanning Electron Microscopy (SEM) a (bunle) beam
More informationGraphics for VEs. Ruth Aylett
Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: off-line authoring or modelling packages
More information