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Book ChapterDOI

Collision and Proximity Queries

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TLDR
In a geometric context, a collision or proximity query reports information about the relative configuration or placement of two objects as mentioned in this paper, and the common examples of such queries include checking whether two objects overlap in space, or whether their boundaries intersect, or computing the minimum Euclidean separation distance between their boundaries.
Abstract
In a geometric context, a collision or proximity query reports information about the relative configuration or placement of two objects Some of the common examples of such queries include checking whether two objects overlap in space, or whether their boundaries intersect, or computing the minimum Euclidean separation distance between their boundaries Hundreds of papers have been published on different aspects of these queries in computational geometry and related areas such as robotics, computer graphics, virtual environments, and computer-aided design These queries arise in different applications including robot motion planning, dynamic simulation, haptic rendering, virtual prototyping, interactive walkthroughs, computer gaming, and molecular modeling For example, a large-scale virtual environment, eg, a walkthrough, creates a model of the environment with virtual objects Such an environment is used to give the user a sense of presence in a synthetic world and it should make the images of both the user and the surrounding objects feel solid The objects should not pass through each other, and objects should move as expected when pushed, pulled, or grasped; see Fig 3901 Such actions require fast and accurate collision detection between the geometric representations of both real and virtual objects Another example is rapid prototyping, where digital representations of mechanical parts, tools, and machines, need to be tested for interconnectivity, functionality, and reliability In Fig 3902, the motion of the pistons within the combustion chamber wall is simulated to check for tolerances and verify the design

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Citations
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Proceedings ArticleDOI

Refined Analysis of Asymptotically-Optimal Kinodynamic Planning in the State-Cost Space

TL;DR: A novel analysis of AO-RRT: a tree-based planner for motion planning with kinodynamic constraints, originally described by Hauser and Zhou, is presented and it is proved that any trajectory having a piecewise-constant control function and positive clearance from the obstacles can be approximated arbitrarily well by a trajectory found by AORRT.
Proceedings ArticleDOI

Exploiting perception in high-fidelity virtual environments (Additional presentations from the 24th course are available on the citation page)

TL;DR: The principles of human perception guide important development of algorithms and techniques in collaboration, graphical, auditory, and haptic rendering, and it is shown how human perception is exploited to achieve realism in high fidelity environments within the constraints of available finite computational resources.
Journal ArticleDOI

Efficient point-projection to freeform curves and surfaces

TL;DR: It is shown that a few simple geometric tests are sufficient to guarantee the convergence of numerical methods to the closest point in an efficient algorithm for projecting a given point to its closest point on a family of freeform curves and surfaces.
Proceedings ArticleDOI

Haptic Rendering of Point Set Surfaces

TL;DR: The haptic algorithm is a penalty-based method which requires a calculation of the minimum distance between the haptic interaction point (HIP) and point set surfaces, and a rapid calculation of this distance is the main ingredient of this haptic rendering algorithm.
Proceedings ArticleDOI

Multiple-Body Proximate-Flight Simulation Methods

TL;DR: Systems of multiple bodies in independent proximate flight have military and civil relevance and Trajectory prediction, inter-body contact detection, and collision response methods are combined with a Navier-Stokes solver to provide a high-fidelity simulation approach.
References
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Proceedings ArticleDOI

OBBTree: a hierarchical structure for rapid interference detection

TL;DR: A data structure and an algorithm for efficient and exact interference detection amongst complex models undergoing rigid motion that can robustly and accurately detect all the contacts between large complex geometries composed of hundreds of thousands of polygons at interactive rates are presented.
Journal ArticleDOI

A fast procedure for computing the distance between complex objects in three-dimensional space

TL;DR: An algorithm for computing the Euclidean distance between a pair of convex sets in R/sup m/ has special features which makes its application in a variety of robotics problems attractive.
Journal ArticleDOI

Approximating polyhedra with spheres for time-critical collision detection

TL;DR: A method for approximating polyhedral objects to support a time-critical collision-detectional algorithm that maintains its real-time performance as objects become more complicated, even as they exceed previouslyreported complexity levels by a factor of more than 10.
Proceedings ArticleDOI

Geometric intersection problems

TL;DR: An O(N log N) algorithm is given to determine whether any two intersect and use it to detect whether two simple plane polygons intersect and to show that the Simplex method is not optimal.
Journal ArticleDOI

V-Clip: fast and robust polyhedral collision detection

TL;DR: The Voronoi-clip, or V-Clip, collision detection alogrithm for polyhedral objects specified by a boundary representation is presented, and the theoretical principles and pseudocode description of the algorithm are presented.
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