• Title/Summary/Keyword: Deformable Objects

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Enhanced FFD-AABB Collision Algorithm for Deformable Objects

  • Jeon, JaeHong;Choi, Min-Hyung;Hong, Min
    • Journal of Information Processing Systems
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    • v.8 no.4
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    • pp.713-720
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    • 2012
  • Unlike FEM (Finite Element Method), which provides an accurate deformation of soft objects, FFD (Free Form Deformation) based methods have been widely used for a quick and responsive representation of deformable objects in real-time applications such as computer games, animations, or simulations. The FFD-AABB (Free Form Deformation Axis Aligned Bounding Box) algorithm was also suggested to address the collision handling problems between deformable objects at an interactive rate. This paper proposes an enhanced FFD-AABB algorithm to improve the frame rate of simulation by adding the bounding sphere based collision test between 3D deformable objects. We provide a comparative analysis with previous methods and the result of proposed method shows about an 85% performance improvement.

Haptic Simulation for Deformable Object with s-FEM (s-FEM을 이용한 변형체 햅틱 시뮬레이션)

  • Jun Seong-Ki;Choi Jin-Bok;Cho Maeng-Hyo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2006.04a
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    • pp.373-380
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    • 2006
  • Accurate and fast haptic simulations of deformable objects are desired in many applications such as medical virtual reality. In haptic interactions with a coarse model, the number of nodes near the haptic interaction region is too few to generate detailed deformation. Thus, local refinement techniques need to be developed. Many approaches have employed purely geometric subdivision schemes, but they are not proper in describing the deformation behavior of deformable objects. This paper presents a continuum mechanics-based finite element adaptive method to perform haptic interaction 'with a deformable object. This method superimposes a local fine mesh upon a global coarse model, which consists of the entire deformable object. The local mesh and the global mesh are coupled by the s-version finite element method (s-FEM), which is generally used to enhance accurate solutions near the target points even more. The s-FEM can demonstrate a reliable deformation to users in real-time.

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Simulation of Deformable Objects using GLSL 4.3

  • Sung, Nak-Jun;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4120-4132
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    • 2017
  • In this research, we implement a deformable object simulation system using OpenGL's shader language, GLSL4.3. Deformable object simulation is implemented by using volumetric mass-spring system suitable for real-time simulation among the methods of deformable object simulation. The compute shader in GLSL 4.3 which helps to access the GPU resources, is used to parallelize the operations of existing deformable object simulation systems. The proposed system is implemented using a compute shader for parallel processing and it includes a bounding box-based collision detection solution. In general, the collision detection is one of severe computing bottlenecks in simulation of multiple deformable objects. In order to validate an efficiency of the system, we performed the experiments using the 3D volumetric objects. We compared the performance of multiple deformable object simulations between CPU and GPU to analyze the effectiveness of parallel processing using GLSL. Moreover, we measured the computation time of bounding box-based collision detection to show that collision detection can be processed in real-time. The experiments using 3D volumetric models with 10K faces showed the GPU-based parallel simulation improves performance by 98% over the CPU-based simulation, and the overall steps including collision detection and rendering could be processed in real-time frame rate of 218.11 FPS.

Haptic Simulation with s-FEM (s-FEM 을 이용한 햅틱 시뮬레이션)

  • Jun, Seong-Ki;Cho, Maeng-Hyo
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.780-785
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    • 2007
  • Accurate and fast haptic simulations of deformable objects are desired in many applications such as medical virtual reality. In haptic interactions with a coarse model, the number of nodes near the haptic interaction region is too few to generate detailed deformation. Thus, local refinement techniques need to be developed. Many approaches have employed purely geometric subdivision schemes, but they are not proper in describing the deformation behavior of deformable objects. This paper presents a continuum mechanics-based finite element adaptive method to perform haptic interaction with a deformable object. This method superimposes a local fine mesh upon a global coarse model, which consists of the entire deformable object. The local mesh and the global mesh are coupled by the s-version finite element method (s-FEM), which is generally used to enhance accurate solutions near the target points even more. The s-FEM can demonstrate a reliable deformation to users in real-time.

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Collision Detection and Response for Non-penetrating Deformable Body (비관통 변형 객체를 위한 충돌 감지 및 반응)

  • Nam, Sang-Ah;Kim, Myoung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.1
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    • pp.11-17
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    • 2000
  • We present collision-handling method that includes self-penetration in the case of the colliding between rigid and deformable objects. The collision between objects is detected through the overlap test to the hierarchical structures of the objects. For detecting the collision between the objects at in-between frame, we try overlap test using the structures of a dummy and the rigid objects in addition to the test between the rigid and deformable objects. The dummy object is made from the rigid objects moving direction. When collision occurs, a deformable object must be deformed, as the object doesn't permit penetration. Self-penetration may occur during the object is deformed. It is rapidly detected between the object and a dummy object of another type. The dummy object is made from the object's deformation area between two continuous frames. We constrain the object is deformed until it is self-contacted. Our method can be applied without concerning of the shape of a object.

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Real-Time Haptic Rendering of Slowly Deformable Bodies Based on Two Dimensional Visual Information for Telemanipulation (원격조작을 위한 2차원 영상정보에 기반한 저속 변형체의 실시간 햅틱 렌더링)

  • Kim, Jung-Sik;Kim, Young-Jin;Kim, Jung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.8
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    • pp.855-861
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    • 2007
  • Haptic rendering is a process providing force feedback during interactions between a user and a virtual object. This paper presents a real-time haptic rendering technique for deformable objects based on visual information of intervention between a tool and a real object in a remote place. A user can feel the artificial reaction force through a haptic device in real-time when a slave system exerts manipulation tasks on a deformable object. The models of the deformable object and the manipulator are created from the captured image obtained with a CCD camera and the recognition of objects is achieved using image processing techniques. The force at a rate of 1 kHz for stable haptic interaction is deduced using extrapolation of forces at a low update rate. The rendering algorithm developed was tested and validated on a test platform consisting of a one-dimensional indentation device and an off-the shelf force feedback device. This software system can be used in a cellular manipulation system providing artificial force feedback to enhance a success rate of operations.

Image Segmentation of Lung Parenchyma using Improved Deformable Model on Chest Computed Tomography (개선된 가변형 능동모델을 이용한 흉부 컴퓨터단층영상에서 폐 실질의 분할)

  • Kim, Chang-Soo;Choi, Seok-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.10
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    • pp.2163-2170
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    • 2009
  • We present an automated, energy minimized-based method for Lung parenchyma segmenting Chest Computed Tomography(CT) datasets. Deformable model is used for energy minimized segmentation. Quantitative knowledge including expected volume, shape of Chest CT provides more feature constrain to diagnosis or surgery operation planning. Segmentation subdivides an lung image into its consistent regions or objects. Depends on energy-minimizing, the level detail image of subdivision is carried. Segmentation should stop when the objects or region of interest in an application have been detected. The deformable model that has attracted the most attention to date is popularly known as snakes. Snakes or deformable contour models represent a special case of the general multidimensional deformable model theory. This is used extensively in computer vision and image processing applications, particularly to locate object boundaries, in the mean time a new type of external force for deformable models, called gradient vector flow(GVF) was introduced by Xu. Our proposed algorithm of deformable model is new external energy of GVF for exact segmentation. In this paper, Clinical material for experiments shows better results of proposal algorithm in Lung parenchyma segmentation on Chest CT.

Effective Simulation Control for Deformable Object (변형 가능한 물체를 위한 효과적인 시뮬레이션 제어)

  • Hong, Min;Choi, Min-Hyung
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.73-80
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    • 2005
  • To achieve a natural and plausible interaction with deformable objects and to setup the desirable initial conditions of simulation, user should be able to define and control the geometric constraints intuitively. In addition, user should be able to utilize the simulation as a problem solving platform by experimenting various simulation situations without major modification of the simulator. The proposed physically based geometric constraint simulation system solves the problem using a non-linear finite element method approach to represent deformable objects and constraint forces are generated by defining geometric constraints on the nodes of the object to maintain the restriction. It allows user to define and modify geometric constraints and an algorithm converts these geometric constraints into constraint forces which seamlessly integrate controllability to the simulation system. Simulator can handle linear, angular, inequality based geometric constraints on the objects. Our experimental results show that constraints are maintained in the tight error bound and preserve desired shape of deformable object during the entire simulation.

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Intuitive Manipulation of Deformable Cloth Object Based on Augmented Reality for Mobile Game (모바일 게임을 위한 증강현실 기반 직관적 변형 직물객체 조작)

  • Kim, Sang-Joon;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.159-168
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    • 2018
  • In recent, mobile augmented reality game which has been attracting high attention is considered to be an good approach to increase immersion. In conventional augmented reality-based games that recognize target objects using a mobile camera and show the matching game characters, touch-based interaction is mainly used. In this paper, we propose an intuitive interaction method which manipulates a deformable game object by moving a target image of augmented reality in order to enhacne the immersion of the game. In the proposed method, the deformable object is intuitively manipulated by calculating the distance and direction between the target images and by adjusting the external force applied to the deformable object using them. In this paper, we focus on the cloth deformable object which is widely used for natural object animation in game contents and implement natural cloth simulation interacting with game objects represented by wind and rigid objects. In the experiments, we compare the previous commercial cloth model with the proposed method and show the proposed method can represent cloth animation more realistically.

GPU-Based Parallel Collision Detection for Deformable Objects (변형 물체를 위한 GPU 기반 병렬 충돌 감지)

  • Sung, Nak-Jun;Kim, Min Sang;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.1
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    • pp.25-32
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    • 2018
  • Due to heavy computational cost, deformable object simulation requires more effective collision detection method than rigid body simulation. However, when the CPU-based collision detection algorithm is purely applied to the GPU environment, the collision detection algorithm and the data structure optimized for the GPU environment are essential because the performance of the GPU can not be used properly. Therefore, we propose a GPU-based parallel collision detection algorithm for mass-spring system which is widely used for deformable object representation in this paper. The proposed method uses a parallel algorithm and data structure to reduce collision detection cost through GPU-based curling algorithm using AABB-Octree structure. In this paper, we prove the effectiveness of the proposed method by comparing the intersection test of all triangle pairs in parallel. The results of experimental tests show that the proposed method improves the performance by about 24% on average. Therefore, it is expected that the proposed method can improve the performance of real-time simulation for deformable objects.