Hardware Accelerated Collision Detection - An Architecture and Simulation Results (2007)
Raabe, Andreas, Bartyzel, Blazej, Anlauf, Joachim K., Zachmann, Gabriel
We present a hardware architecture for a single-chip acceleration of an efficient hierarchical collision detection algorithm as well as simulation results for collision queries using this...
Hardware Accelerated Collision Detection - An Architecture and Simulation Results (2007)
Raabe, Andreas, Bartyzel, Blazej, Anlauf, Joachim K., Zachmann, Gabriel
We present a hardware architecture for a single-chip acceleration of an efficient hierarchical collision detection algorithm as well as simulation results for collision queries using this...
Pavel Borodin, Gabriel Zachmann, Reinhard Klein
In this paper, we propose a new method that can consistently orient all normals of any mesh (if at all possible) , while ensuring that most polygons are seen with their front-faces from most...
Pavel Borodin, Gabriel Zachmann, Reinhard Klein
In this paper, we propose a new method that can consistently orient all normals of any mesh (if at all possible) , while ensuring that most polygons are seen with their front-faces from most...
Pavel Borodin, Gabriel Zachmann, Reinhard Klein
In this paper, we propose a new method that can consistently orient all normals of any mesh (if at all possible) , while ensuring that most polygons are seen with their front-faces from most...
Minimal Hierarchical Collision Detection (2004)
We present a novel bounding volume hierarchy that allows for extremely small data structure sizes while still performing collision detection as fast as other classical hierarchical algorithms in most...
ADB-Trees: Controlling the Error of Time-Critical Collision Detection (2003)
We present a novel framework for hierarchical collision detection that can be applied to virtually all bounding volume (BV) hierarchies. It allows an application to trade quality for speed. Our...
Time-Critical Collision Detection Using an (2003)
Jan Klein, Heinz Nixdorf, Gabriel Zachmann
We present a novel, generic framework and algorithm for hierarchical collision detection, which allows an application to balance speed and quality of the collision detection.
High-Performance Collision Detection Hardware (2003)
We present a novel hardware architecture for a single-chip collision detection accelerator and algorithms for efficient hierarchical collision. We use a hierarchy of k-DOPs for maximum performance. A...
ADB-Trees: Controlling the Error of Time-Critical Collision Detection (2003)
We present a novel framework for hierarchical collision detection that can be applied to virtually all bounding volume (BV) hierarchies. It allows an application to trade quality for speed. Our...
Time-Critical Collision Detection (2003)
Jan Klein, Heinz Nixdorf, Gabriel Zachmann
We present a novel, generic framework and algorithm for hierarchical collision detection, which allows an application to balance speed and quality of the collision detection.
High-Performance Collision Detection Hardware (2003)
We present a novel hardware architecture for a single-chip collision detection accelerator and algorithms for efficient hierarchical collision. We use a hierarchy of k-DOPs for maximum performance. A...
Time-Critical Collision Detection (2003)
Jan Klein, Heinz Nixdorf, Gabriel Zachmann
We present a novel, generic framework and algorithm for hierarchical collision detection, which allows an application to balance speed and quality of the collision detection.
ADB-Trees: Controlling the Error of Time-Critical Collision Detection (2003)
We present a novel framework for hierarchical collision detection that can be applied to virtually all bounding volume (BV) hierarchies. It allows an application to trade quality for speed. Our...
Geometric Data Structures for Computer Graphics (2003)
Gabriel Zachmann, Elmar Langetepe
pefully make them curious about further powerful treasures to be discovered in the area of computational geometry. In order to achieve these goals in an engaging yet sound manner, the general concept...
Gabriel Zachmann, Gnter Knittel
We present novel algorithms for efficient hierarchical collision detection and propose a hardware architecture for a single-chip accelerator. We use a hierarchy of bounding volumes defined by k-DOPs...
Gabriel Zachmann, Gnter Knittel
We present novel algorithms for efficient hierarchical collision detection and propose a hardware architecture for a single-chip accelerator. We use a hierarchy of bounding volumes defined by k-DOPs...
Minimal Hierarchical Collision Detection (2002)
We present a novel bounding volume hierarchy that allows for extremely small data structure sizes while still performing collision detection as fast as other classical hierarchical algorithms in most...
Minimal Hierarchical Collision Detection (2002)
We present a novel bounding volume hierarchy that allows for extremely small data structure sizes while still performing collision detection as fast as other classical hierarchical algorithms in most...
Natural Interaction in Virtual Environments (2002)
This paper presents a number of algorithms necessary to achieve natural interaction in virtual environments; by "natural" we understand the use of a virtual hand as naturally as we are used to...
Natural and Robust Interaction in Virtual Assembly Simulation (2001)
Gabriel Zachmann, Alexander Rettig
Virtual assembly simulation is one of the most challenging applications of virtual reality. Robust and natural interaction techniques to perform the assembly tasks under investigation are essential...
Natural and Robust Interaction in Virtual Assembly Simulation (2001)
Gabriel Zachmann, Alexander Rettig
Virtual assembly simulation is one of the most challenging applications of virtual reality. Robust and natural interaction techniques to perform the assembly tasks under investigation are essential...
Real-Time And Exact Collision Detection For Interactive Virtual . . . (2001)
Many companies have started to investigate Virtual Reality as a tool for evaluating digital mock-ups. One of the key functions needed for interactive evaluation is real-time collision detection. An...
Virtual Reality as a Tool for Verification of Assembly and Maintenance Processes (2001)
Antonino Gomes De Sa, Gabriel Zachmann
Business process re-engineering is becoming a main focus in today's e#orts to overcome problems and deficits in the automotive and aerospace industries (e.g., integration in international markets,...
A Language for Describing Behavior of and Interaction with Virtual Worlds (2001)
Virtual environments are created by specifying their content, which comprises geometry, interaction, properties, and behavior of the objects. Interaction and behavior can be cumbersome to specify and...
Optimizing the Collision Detection Pipeline (2001)
A general framework for collision detection is presented. Then, we look at each stage and compare different approaches by extensive benchmarks. The results suggest a way to optimize the performance...
Integrating Virtual Reality for Virtual Prototyping (2001)
Antonino Gomes De S, Gabriel Zachmann
Business process re-engineering is becoming a main focus in today's efforts to overcome problems and deficits in the automotive and aerospace industries (e.g., integration in international markets,...
Rapid Collision Detection by Dynamically Aligned DOP-Trees (2001)
Based on a general hierarchical data structure, we present a fast algorithm for exact collision detection of arbitrary polygonal rigid objects. Objects consisting of hundreds of thousands of polygons...
VR-Techniques for Industrial Applications (2001)
ome distance from the user [5]. The latter is usually described by the term tele-presence. ffl The VE does not exist but is otherwise (fairly) realistic. It might have existed in the past, or it...
Distortion Correction of Magnetic Fields for Position Tracking (2001)
Electro-magnetic tracking systems are in wide-spread use for measuring 6D positions. However, their accuracy is impaired seriously by distortions of the magnetic fields caused by many types of metal...
Virtual Prototyping Examples for Automotive Industries (2001)
Fan Dai, Wolfgang Felger, Thomas Fruhauf, Martin Gobel, Dirk Reiners, Gabriel Zachmann
The vision of virtual prototyping is to use virtual reality techniques for design evaluations and presentations based on a digital model instead of physical prototypes. In the automotive industries,...
Exact and Fast Collision Detection (2001)
this document: v vector or point, almost always v 2 R P polyhedron, or just a graphical object VP ; EP ; FP the set of vertices, edges, and polygons of P , resp
Optimizing the Collision Detection Pipeline (2001)
A general framework for collision detection is presented.
Virtual Reality as a Tool for (2001)
Antonino Gomes De Sa, Gabriel Zachmann
Business process re-engineering is becoming a main focus in today's e#orts to overcome problems and deficits in the automotive and aerospace industries (e.g., integration in international markets,...
Antonino Gomes De S, Gabriel Zachmann
Business process re-engineering is becoming a main focus in today's efforts to overcome problems and deficits in the automotive and aerospace industries (e.g., integration in international markets,...
An algorithm for exact collision detection is presented which can handle arbitrary non-convex polyhedra efficiently. The approach attains its speed by a hierarchical adaptive space subdivision...
this document: v vector or point, almost always v 2 R P polyhedron, or just a graphical object VP ; EP ; FP the set of vertices, edges, and polygons of P , resp
Distortion Correction of Magnetic Fields for Position Tracking (2001)
Electro-magnetic tracking systems are in wide-spread use for measuring 6D positions. However, their accuracy is impaired seriously by distortions of the magnetic fields caused by many types of metal...
The BoxTree: Exact and Fast Collision Detection of Arbitrary Polyhedra (2001)
An algorithm for exact collision detection is presented which can handle arbitrary non-convex polyhedra efficiently. The approach attains its speed by a hierarchical adaptive space subdivision...
Calculating the Minimum Enclosing Sphere of a Set of Points (2000)
This document describes how to compute the smallest enclosing sphere of a set of points in E d . If your point sets are large (compared to d) you might want to use the probabilistc algorithm...