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Jim Templeman
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Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2007) 16 (2): 206–223.
Published: 01 April 2007
Abstract
View articletitled, Interactive Continuous Collision Detection Using Swept Volume for Avatars
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for article titled, Interactive Continuous Collision Detection Using Swept Volume for Avatars
We present an interactive algorithm for continuous collision detection between a moving avatar and its surrounding virtual environment. Our algorithm is able to compute the first time of contact between the avatar and the environment interactively, and also guarantees within a user-provided error threshold that no collision ever happens before the first contact occurs. We model the avatar as an articulated body using line skeletons with constant offsets and the virtual environment as a collection of polygonized objects. Given the position and orientation of the avatar at discrete time steps, we use an arbitrary in-between motion to interpolate the path for each link between discrete instances. We bound the swept space of each link using interval arithmetic and dynamically compute a bounding volume hierarchy (BVH) to cull links that are not in close proximity to the objects in the virtual environment. The swept volumes (SVs) of the remaining links are used to check for possible interference and estimate the time of collision between the surface of the SV and the rest of the objects. Furthermore, we use graphics hardware to accelerate collision queries on the dynamically generated swept surfaces. Our approach requires no precomputation and is applicable to general articulated bodies that do not contain a loop. We have implemented the algorithm on a 2.8 GHz Pentium IV PC with an NVIDIA GeForce 6800 Ultra graphics card and applied it to an avatar with 16 links, moving in a virtual environment composed of hundreds of thousands of polygons. Our prototype system is able to detect all contacts between the moving avatar and the environment in 10–30 ms.
Journal Articles
Virtual Environments and the Enhancement of Spatial Behavior: Towards a Comprehensive Research Agenda
UnavailablePublisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2000) 9 (6): 593–615.
Published: 01 December 2000
Abstract
View articletitled, Virtual Environments and the Enhancement of Spatial Behavior: Towards a Comprehensive Research Agenda
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for article titled, Virtual Environments and the Enhancement of Spatial Behavior: Towards a Comprehensive Research Agenda
There is currently much research activity involving virtual environments (VEs) and spatial behavior (spatial perception, cognition, and performance). After some initial remarks describing and categorizing the different types of research being conducted on VEs and spatial behavior, discussion in this Forum paper focuses on one specific type, namely, research concerned with the use of VE technology for training spatial behavior in the real world. We initially present an overview of issues and problems relevant to conducting research in this area, and then, in the latter portion of the paper, present an overview of the research that we believe needs to be done in this area. We have written this paper for the forum section of Presence because, despite its length, it is essentially an opinion piece. Our aim here is not to report the results of research in our own laboratory nor to review the literature, as other available papers already serve these goals. Rather, the primary purpose of this paper is to stimulate open discussion about needed future research. In general, we believe that such a discussion can serve the research establishment as much as reports of completed work.