The Visual Computer International Journal of Computer Graphics, Apr 14, 2012
We present an improved uniform subdivision based discrete and continuous collision detection appr... more We present an improved uniform subdivision based discrete and continuous collision detection approach for deformable objects consisting of triangle meshes without any assumption about triangle size. A previously proposed technique using control bits can effectively eliminate redundant object pairs appearing in multiple cells, but this scheme requires the grid cell size adapted to the largest object, and efficiency tends to be severely impaired when object size varies strongly. In this paper, we discuss an approach that virtually subdivides large triangles into a number of child triangles to enable the use of a smaller, better suited cell size, resulting in a considerable decrease in the number of collision tests in the broad phase, with a corresponding reduced memory requirement. The virtual subdivision is used only for the purpose of collision detection and is recomputed each frame, with the original mesh retained for collision response and physical simulation. Our method exploits the benefits of GPU architecture to accelerate the computationally intensive task for improved performance. The results show that the method provides speedups by comparing performance with existing methods.
With advances in computer hardware, 3D game worlds are becoming larger and more complex. Conseque... more With advances in computer hardware, 3D game worlds are becoming larger and more complex. Consequently the development of game worlds becomes increasingly time and resource intensive. This paper presents a framework for generation of entire virtual worlds using procedural generation. The approach is demonstrated with the example of a virtual city.
Proceedings of the fourth symposium on Virtual reality modeling language - VRML '99, 1999
One application of VRML is visualisation of scientific data. Using VRML results of simulations an... more One application of VRML is visualisation of scientific data. Using VRML results of simulations and other scientific endeavours can be published on the web with all the advantages (and disadvantages) the web offers, but with the further advantage that the results are in the form of interactive, moving 3D "worlds". This is especially advantageous when the data itself is 3D.
2010 Ninth IEEE International Symposium on Network Computing and Applications, 2010
Voronoi Diagrams (VD) have recently been proposed as a way to enable Massively Multi-player On-li... more Voronoi Diagrams (VD) have recently been proposed as a way to enable Massively Multi-player On-line Games (MMOG) and Virtual Environments (VE) on fully Peer-to-Peer (P2P) network architectures. Using typical two-dimensional varieties, the peers maintain direct ...
We present an improved uniform subdivision based discrete and continuous collision detection appr... more We present an improved uniform subdivision based discrete and continuous collision detection approach for deformable objects consisting of triangle meshes without any assumption about triangle size. A previously proposed technique using control bits can effectively eliminate redundant object pairs appearing in multiple cells, but this scheme requires the grid cell size adapted to the largest object, and efficiency tends to be severely impaired when object size varies strongly. In this paper, we discuss an approach that virtually subdivides large triangles into a number of child triangles to enable the use of a smaller, better suited cell size, resulting in a considerable decrease in the number of collision tests in the broad phase, with a corresponding reduced memory requirement. The virtual subdivision is used only for the purpose of collision detection and is recomputed each frame, with the original mesh retained for collision response and physical simulation. Our method exploits the benefits of GPU architecture to accelerate the computationally intensive task for improved performance. The results show that the method provides speedups by comparing performance with existing methods.
The Visual Computer International Journal of Computer Graphics, Apr 14, 2012
We present an improved uniform subdivision based discrete and continuous collision detection appr... more We present an improved uniform subdivision based discrete and continuous collision detection approach for deformable objects consisting of triangle meshes without any assumption about triangle size. A previously proposed technique using control bits can effectively eliminate redundant object pairs appearing in multiple cells, but this scheme requires the grid cell size adapted to the largest object, and efficiency tends to be severely impaired when object size varies strongly. In this paper, we discuss an approach that virtually subdivides large triangles into a number of child triangles to enable the use of a smaller, better suited cell size, resulting in a considerable decrease in the number of collision tests in the broad phase, with a corresponding reduced memory requirement. The virtual subdivision is used only for the purpose of collision detection and is recomputed each frame, with the original mesh retained for collision response and physical simulation. Our method exploits the benefits of GPU architecture to accelerate the computationally intensive task for improved performance. The results show that the method provides speedups by comparing performance with existing methods.
With advances in computer hardware, 3D game worlds are becoming larger and more complex. Conseque... more With advances in computer hardware, 3D game worlds are becoming larger and more complex. Consequently the development of game worlds becomes increasingly time and resource intensive. This paper presents a framework for generation of entire virtual worlds using procedural generation. The approach is demonstrated with the example of a virtual city.
Proceedings of the fourth symposium on Virtual reality modeling language - VRML '99, 1999
One application of VRML is visualisation of scientific data. Using VRML results of simulations an... more One application of VRML is visualisation of scientific data. Using VRML results of simulations and other scientific endeavours can be published on the web with all the advantages (and disadvantages) the web offers, but with the further advantage that the results are in the form of interactive, moving 3D "worlds". This is especially advantageous when the data itself is 3D.
2010 Ninth IEEE International Symposium on Network Computing and Applications, 2010
Voronoi Diagrams (VD) have recently been proposed as a way to enable Massively Multi-player On-li... more Voronoi Diagrams (VD) have recently been proposed as a way to enable Massively Multi-player On-line Games (MMOG) and Virtual Environments (VE) on fully Peer-to-Peer (P2P) network architectures. Using typical two-dimensional varieties, the peers maintain direct ...
We present an improved uniform subdivision based discrete and continuous collision detection appr... more We present an improved uniform subdivision based discrete and continuous collision detection approach for deformable objects consisting of triangle meshes without any assumption about triangle size. A previously proposed technique using control bits can effectively eliminate redundant object pairs appearing in multiple cells, but this scheme requires the grid cell size adapted to the largest object, and efficiency tends to be severely impaired when object size varies strongly. In this paper, we discuss an approach that virtually subdivides large triangles into a number of child triangles to enable the use of a smaller, better suited cell size, resulting in a considerable decrease in the number of collision tests in the broad phase, with a corresponding reduced memory requirement. The virtual subdivision is used only for the purpose of collision detection and is recomputed each frame, with the original mesh retained for collision response and physical simulation. Our method exploits the benefits of GPU architecture to accelerate the computationally intensive task for improved performance. The results show that the method provides speedups by comparing performance with existing methods.
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Papers by Geoff Leach