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Research On Collision Detection Methods In Computer Animation

Posted on:2010-12-16Degree:MasterType:Thesis
Country:ChinaCandidate:Z X ZhangFull Text:PDF
GTID:2178360278975362Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Computer Animation is a fast-growing field, which can not only present the things of already existing to foreseeable things, but also can dynamically display the artificial concept. Computer animation is also a integrated multi-disciplinary technology. It is based on the three-dimensional model of computer graphics, involving image processing technology, photography, painting technology, advertising creative, computer video, synthesis technology of video and voice, etc.The collision detection is key technology of computer animation. Namely, collision detection is to determine the two or more objects come into contact with each other whether or penetration in virtual scene, which is aslo a basic issue for many other subjects. Accurate collision detection plays the crucial role to enhance the authenticity and timeliness of the animation scenes.Studies shows that a variety of collision detection algorithms finally change to be the intersection test of the basic geometric elements, which is the basic component of data structures and algorithms of the collision detection. Most of the basic geometric elements are the triangles or tetrahedrons, so highly efficient intersection test of triangle-triangle plays a vital role in improving efficiency of collision detection algorithm and enhancing the realism of the animation scenes.To improve the response speed of collision detection, it is necessary to reduce the steps and complexity of triangle-triangle intersection test. In this view, this paper proposes an improved algorithm based on Ayellet algorithm.The algorithm from the algebraic point of view, firstly fast rejects the possibilities of the disjointed or coplanar triangles, secondly separately calculates the intersecting line segments between one triangle TA and the planeπ2 defined by the other triangle TB, inversely calculates the intersecting line segments between one triangle TB and the planeπ1 defined by the other triangle TA, finally detects if there are the public points between the two segments, not necessary to calculate public points coordinates. If there are public points the triangles are intersection, on the contrary there is no. the algorithm can also be applied to similar problems, such as rectangle to rectangle intersection test, and polygon to polygon intersection test. Experiment shows that the proposed algorithm is faster than other existing algorithms.This paper presents a new algorithm of triangle-triangle intersection test, which is based on the one-class SVM of support vector machines. First, it trains a triangle named Ta to hypersphere using kernel, which the core of is a and the radius of is R. Then, it can conclude whether there is some points of another triangle named Tb in the hypersphere, according to the relationship between the radius of R and the distance of the point to the core a. If exists, the two triangles is intersection, on the contrary there is no. Theoretical analysis and experimental result shows that the algorithm is very fast and more efficient and can meet the requirement of real-time collision detection.The two algorithms of triangle-triangle intersection test mentioned above, having the less steps of testing than others. they can meet the requirement of collision detection in computer animation, which the accuracy of is not very demanding, and can meet the requirement of authenticity and real-time effects in computer animation.The results of research, in this paper, is important theoretical value and practical significance for the collision detection in computer animation.
Keywords/Search Tags:collision detection, triangle-triangle intersection test, SVM, one-calss SVM, kernel
PDF Full Text Request
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