Serveur d'exploration sur les dispositifs haptiques

Attention, ce site est en cours de développement !
Attention, site généré par des moyens informatiques à partir de corpus bruts.
Les informations ne sont donc pas validées.

Approximation of Optimal Voxel Size for Collision Detection in Maintainability Simulations within Massive Virtual Environments

Identifieur interne : 006A35 ( Main/Exploration ); précédent : 006A34; suivant : 006A36

Approximation of Optimal Voxel Size for Collision Detection in Maintainability Simulations within Massive Virtual Environments

Auteurs : D. Borro [Espagne] ; A. García Lonso [Espagne] ; L. Matey [Espagne]

Source :

RBID : ISTEX:AAA13E605A1D8454FAEB4468258E0189427B2A9C

Descripteurs français

English descriptors

Abstract

This paper describes a Collision Method for massive virtual environments composed of millions of triangles. It has been applied in the aeronautics industry for maintainability simulations using virtual aircraft engine mock‐ups. The method performs well and has a good interactive frame rate even when it is used for computing force feedback with haptic devices. Space sorting problems chiefly related to voxel techniques, such as memory requirements and optimal voxel size, have been solved. We use advanced memory structures and hashing techniques. To find the optimal voxel size, several analytical solutions have been proposed and compared. These solutions are based on the performance cost function of the algorithm used. Experiments have been undertaken to verify these analytical solutions.

Url:
DOI: 10.1111/j.1467-8659.2004.00002.x


Affiliations:


Links toward previous steps (curation, corpus...)


Le document en format XML

<record>
<TEI wicri:istexFullTextTei="biblStruct">
<teiHeader>
<fileDesc>
<titleStmt>
<title xml:lang="en">Approximation of Optimal Voxel Size for Collision Detection in Maintainability Simulations within Massive Virtual Environments</title>
<author>
<name sortKey="Borro, D" sort="Borro, D" uniqKey="Borro D" first="D." last="Borro">D. Borro</name>
</author>
<author>
<name sortKey="Garcia Lonso, A" sort="Garcia Lonso, A" uniqKey="Garcia Lonso A" first="A." last="García Lonso">A. García Lonso</name>
</author>
<author>
<name sortKey="Matey, L" sort="Matey, L" uniqKey="Matey L" first="L." last="Matey">L. Matey</name>
</author>
</titleStmt>
<publicationStmt>
<idno type="wicri:source">ISTEX</idno>
<idno type="RBID">ISTEX:AAA13E605A1D8454FAEB4468258E0189427B2A9C</idno>
<date when="2004" year="2004">2004</date>
<idno type="doi">10.1111/j.1467-8659.2004.00002.x</idno>
<idno type="url">https://api.istex.fr/document/AAA13E605A1D8454FAEB4468258E0189427B2A9C/fulltext/pdf</idno>
<idno type="wicri:Area/Istex/Corpus">003E78</idno>
<idno type="wicri:Area/Istex/Curation">003E78</idno>
<idno type="wicri:Area/Istex/Checkpoint">002495</idno>
<idno type="wicri:doubleKey">0167-7055:2004:Borro D:approximation:of:optimal</idno>
<idno type="wicri:Area/Main/Merge">006E43</idno>
<idno type="wicri:source">INIST</idno>
<idno type="RBID">Pascal:04-0256423</idno>
<idno type="wicri:Area/PascalFrancis/Corpus">001002</idno>
<idno type="wicri:Area/PascalFrancis/Curation">000507</idno>
<idno type="wicri:Area/PascalFrancis/Checkpoint">000D73</idno>
<idno type="wicri:doubleKey">0167-7055:2004:Borro D:approximation:of:optimal</idno>
<idno type="wicri:Area/Main/Merge">007095</idno>
<idno type="wicri:Area/Main/Curation">006A35</idno>
<idno type="wicri:Area/Main/Exploration">006A35</idno>
</publicationStmt>
<sourceDesc>
<biblStruct>
<analytic>
<title level="a" type="main" xml:lang="en">Approximation of Optimal Voxel Size for Collision Detection in Maintainability Simulations within Massive Virtual Environments</title>
<author>
<name sortKey="Borro, D" sort="Borro, D" uniqKey="Borro D" first="D." last="Borro">D. Borro</name>
<affiliation wicri:level="1">
<country wicri:rule="url">Espagne</country>
<wicri:regionArea>Department of Applied Mechanics, Ceit (Centro de Estudios e Investigaciones Técnicas de Guipúzcoa)</wicri:regionArea>
<wicri:noRegion>Ceit (Centro de Estudios e Investigaciones Técnicas de Guipúzcoa)</wicri:noRegion>
</affiliation>
</author>
<author>
<name sortKey="Garcia Lonso, A" sort="Garcia Lonso, A" uniqKey="Garcia Lonso A" first="A." last="García Lonso">A. García Lonso</name>
<affiliation wicri:level="1">
<country wicri:rule="url">Espagne</country>
<wicri:regionArea>Department of Computation Science and Artificial Intelligence, University of the Basque Country</wicri:regionArea>
<wicri:noRegion>University of the Basque Country</wicri:noRegion>
</affiliation>
</author>
<author>
<name sortKey="Matey, L" sort="Matey, L" uniqKey="Matey L" first="L." last="Matey">L. Matey</name>
<affiliation wicri:level="1">
<country wicri:rule="url">Espagne</country>
<wicri:regionArea>Department of Applied Mechanics, University of Navarre</wicri:regionArea>
<wicri:noRegion>University of Navarre</wicri:noRegion>
</affiliation>
</author>
</analytic>
<monogr></monogr>
<series>
<title level="j">Computer Graphics Forum</title>
<idno type="ISSN">0167-7055</idno>
<idno type="eISSN">1467-8659</idno>
<imprint>
<publisher>Blackwell Publishing Ltd.</publisher>
<pubPlace>9600 Garsington Road , Oxford , OX4 2DQ , UK .</pubPlace>
<date type="published" when="2004-03">2004-03</date>
<biblScope unit="volume">23</biblScope>
<biblScope unit="issue">1</biblScope>
<biblScope unit="page" from="13">13</biblScope>
<biblScope unit="page" to="23">23</biblScope>
</imprint>
<idno type="ISSN">0167-7055</idno>
</series>
<idno type="istex">AAA13E605A1D8454FAEB4468258E0189427B2A9C</idno>
<idno type="DOI">10.1111/j.1467-8659.2004.00002.x</idno>
<idno type="ArticleID">CGF2</idno>
</biblStruct>
</sourceDesc>
<seriesStmt>
<idno type="ISSN">0167-7055</idno>
</seriesStmt>
</fileDesc>
<profileDesc>
<textClass>
<keywords scheme="KwdEn" xml:lang="en">
<term>Algorithms</term>
<term>Approximation theory</term>
<term>Aviation</term>
<term>Collision Detection</term>
<term>Collision detection</term>
<term>Computer aided design</term>
<term>Computer simulation</term>
<term>Costs</term>
<term>Haptic device</term>
<term>Haptic interfaces</term>
<term>I. 3. 6 [Computer Graphics]: Methodology and Techniques — Graphics data structures and data types</term>
<term>I. 3. 7 [Computer Graphics]: Three‐Dimensional Graphics and Realism — Virtual Reality</term>
<term>Problem solving</term>
<term>Space sorting</term>
<term>Storage allocation (computer)</term>
<term>Theory</term>
<term>Virtual reality</term>
<term>Voxel techniques</term>
<term>haptic device</term>
<term>voxel techniques</term>
</keywords>
<keywords scheme="Pascal" xml:lang="fr">
<term>Algorithme</term>
<term>Allocation mémoire</term>
<term>Aviation</term>
<term>Conception assistée</term>
<term>Coût</term>
<term>Interface haptique</term>
<term>Réalité virtuelle</term>
<term>Résolution problème</term>
<term>Simulation ordinateur</term>
<term>Théorie</term>
<term>Théorie approximation</term>
</keywords>
<keywords scheme="Wicri" type="topic" xml:lang="fr">
<term>Réalité virtuelle</term>
</keywords>
</textClass>
<langUsage>
<language ident="en">en</language>
</langUsage>
</profileDesc>
</teiHeader>
<front>
<div type="abstract" xml:lang="en">This paper describes a Collision Method for massive virtual environments composed of millions of triangles. It has been applied in the aeronautics industry for maintainability simulations using virtual aircraft engine mock‐ups. The method performs well and has a good interactive frame rate even when it is used for computing force feedback with haptic devices. Space sorting problems chiefly related to voxel techniques, such as memory requirements and optimal voxel size, have been solved. We use advanced memory structures and hashing techniques. To find the optimal voxel size, several analytical solutions have been proposed and compared. These solutions are based on the performance cost function of the algorithm used. Experiments have been undertaken to verify these analytical solutions.</div>
</front>
</TEI>
<affiliations>
<list>
<country>
<li>Espagne</li>
</country>
</list>
<tree>
<country name="Espagne">
<noRegion>
<name sortKey="Borro, D" sort="Borro, D" uniqKey="Borro D" first="D." last="Borro">D. Borro</name>
</noRegion>
<name sortKey="Garcia Lonso, A" sort="Garcia Lonso, A" uniqKey="Garcia Lonso A" first="A." last="García Lonso">A. García Lonso</name>
<name sortKey="Matey, L" sort="Matey, L" uniqKey="Matey L" first="L." last="Matey">L. Matey</name>
</country>
</tree>
</affiliations>
</record>

Pour manipuler ce document sous Unix (Dilib)

EXPLOR_STEP=$WICRI_ROOT/Ticri/CIDE/explor/HapticV1/Data/Main/Exploration
HfdSelect -h $EXPLOR_STEP/biblio.hfd -nk 006A35 | SxmlIndent | more

Ou

HfdSelect -h $EXPLOR_AREA/Data/Main/Exploration/biblio.hfd -nk 006A35 | SxmlIndent | more

Pour mettre un lien sur cette page dans le réseau Wicri

{{Explor lien
   |wiki=    Ticri/CIDE
   |area=    HapticV1
   |flux=    Main
   |étape=   Exploration
   |type=    RBID
   |clé=     ISTEX:AAA13E605A1D8454FAEB4468258E0189427B2A9C
   |texte=   Approximation of Optimal Voxel Size for Collision Detection in Maintainability Simulations within Massive Virtual Environments
}}

Wicri

This area was generated with Dilib version V0.6.23.
Data generation: Mon Jun 13 01:09:46 2016. Site generation: Wed Mar 6 09:54:07 2024