Abstract
The virtual reality (VR) was found to be a perfect technique that could be used as a training approach, since it shows many advantages despite its weakness. In the VR some major bottlenecks arises namely the proximity queries (PQ) and penetration depth computation. This paper shows a novel algorithm used to solve those problems. Problems of PQ are ubiquitous within many tasks in computer graphics, virtual environments, robotics, manufacturing, and mechanical design. Interactions in any virtual scene usually involve contact or close proximity between its objects. Determining which pairs of objects are in contact or at close proximity is a complex task in most of the virtual environments. The PQ is the shortest vector over which one object needs to be translated in order to bring the pair in contact.
Similar content being viewed by others
References
Agarwal P, Guibas L, Har-Peled S, Rabinovitch A, Sharir M (2000) Penetration depth of two convex polytopes in 3D. Nord J Comput (7):227–240
Bergen G (2001) Proximity queries and penetration depth computation on 3D game objects. In: Game developers conference
Cameron S (1991) Approximation hierarchies and S-bounds. In: Proceedings of symposium on solid modeling foundations and CAD/CAM applications, pp 129–137
Cameron S (1997) Enhancing GJK: computing minimum and penetration distance between convex polyhedra. In: Proceedings of international conference on robotics and automation, pp 3112–3117
Cameron S, Culley R (1986) Determining the minimum translational distance between two convex polyhedra. In: Proceedings of international conference on robotics and automation, pp 591–596
Dobkin D, Hershberger J, Kirkpatrick D, Suri S (1993) Computing the intersection-depth of polyhedra. Algorithmica (9):518–533
Dworkin P, Zeltzer D (1993) A new model for efficient dynamics simulation. In: Proceedings eurographics workshop on animation and simulation, pp 175–184
Edelsbrunner H (1985) Computing the extreme distancses between two convex polygons. J Algorithms 6:213–224
Fisher S, Lin M (2001) Deformed distance fields for simulation of non-penetrating flexible bodies. In: Proceedings of EG workshop on computer animation and simulation
Gilbert E, Johnson D, Keerthi S (1988) A fast procedure for computing the distance between objects in three-dimensional space. IEEE J Rob Autom 4:193–203
Gottschalk S, Lin M, Manocha D (1996) OBB-tree: a hierarchical structure for rapid interference detection. In: Proceedings of ACM SIGGRAPH, pp 171–180
Gregory A, Mascarenhas A, Ehmann S, Lin M, Manocha D (2000) 6-DOF haptic display of polygonal models. In: Proceedings of IEEE visualization conference
Hoff K, Zaferakis A, Lin M, Manocha D (2001) Fast and simple geometric proximity queries using graphics hardware. In: Proceedings of ACM symposium on interactive 3D graphics
Hsu D, Kavraki L, Latombe J, Motwani R, Sorkin S (1998) On finding narrow passages with probabilistic roadmap planners. In: Proceedings of 3rd workshop on algorithmic foundations of robotics
Hubbard P (1993) Interactive collision detection. In: Proceedings of IEEE symposium on research frontiers in virtual reality
Kim Y, Otaduy M, Lin M, Manocha D (2002) 6-DOF haptic display using localized contact computations. In: Proceedings of haptics symposium, pp 209–216
Klosowski J, Held M, Mitchell J, Zikan K, Sowizral H (1998) Efficient collision detection using bounding volume hierarchies of k-DOPs. IEEE Trans Vis Comput Graph 4:21–36
Lin M, Canny J (1991) Efficient algorithms for incremental distance computation. In: IEEE conference on robotics and automation, pp 1008–1014
McKenna M, Zeltzer D (1990) Dynamic simulation of autonomous legged locomotion. In: Proceedings of SIGGRAPH, vol 24, pp 29–38
McNeely W, Puterbaugh K, Troy J (1999) Six degree-of-freedom haptic rendering using voxel sampling. In: Proceedings of ACM SIGGRAPH, pp 401–408
Mirtich B (1998) V-clip: fast and robust polyhedral collision detection. ACM Trans Graph 17:177–208
Mirtich B (2000) Timewarp rigid body simulation. In: Proceedings of ACM SIGGRAPH
Ong C, Gilbert E (1996) Growth distances: new measures for object separation and penetration. IEEE Trans Rob Autom 12
Quinlan S (1994) Efficient distance computation between non-convex objects. In: Proceedings of international conference on robotics and automation, pp 3324–3329
Requicha A (1993) Mathematical definition of tolerance specifications. ASME Manuf Rev (4):269–274
Stewart D, Trinkle J (1996) An implicit time-stepping scheme for rigid body dynamics with inelastic collisions and Coulomb friction. Int J Numer Methods Eng (39):2673–2691
Teschner M, Kimmerle S, Heidelberger B, Zachmann G, Raghupathi L, Fuhrmann A, Cani M, Faure F, Thalmann N, Strasser W, Volino P (2004) Collision detection for deformable objects. In: Proceedings of eurographics. State-of-the-Art Report
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Fares, C., Hamam, Y. Optimisation-based proximity queries and penetration depth computation. Virtual Reality 13, 131–136 (2009). https://doi.org/10.1007/s10055-009-0116-3
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10055-009-0116-3