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

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...

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Bibliographic Details
Published inComputer graphics forum Vol. 23; no. 1; pp. 13 - 23
Main Authors Borro, D., García-Alonso, A., Matey, L.
Format Journal Article
LanguageEnglish
Published 9600 Garsington Road , Oxford , OX4 2DQ , UK Blackwell Publishing Ltd 01.03.2004
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Summary: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.
Bibliography:istex:AAA13E605A1D8454FAEB4468258E0189427B2A9C
ark:/67375/WNG-XSS7LBK4-M
ArticleID:CGF2
ObjectType-Article-2
SourceType-Scholarly Journals-1
ObjectType-Feature-1
content type line 23
ISSN:0167-7055
1467-8659
DOI:10.1111/j.1467-8659.2004.00002.x