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1.
IEEE Trans Vis Comput Graph ; 15(1): 34-48, 2009.
Artigo em Inglês | MEDLINE | ID: mdl-19008554

RESUMO

We present a novel algorithm for collision-free navigation of a large number of independent agents in complex and dynamic environments. We introduce adaptive roadmaps to perform global path planning for each agent simultaneously. Our algorithm takes into account dynamic obstacles and interagents interaction forces to continuously update the roadmap based on a physically-based dynamics simulator. In order to efficiently update the links, we perform adaptive particle-based sampling along the links. We also introduce the notion of 'link bands' to resolve collisions among multiple agents. In practice, our algorithm can perform real-time navigation of hundreds and thousands of human agents in indoor and outdoor scenes.


Assuntos
Algoritmos , Gráficos por Computador , Interpretação de Imagem Assistida por Computador/métodos , Modelos Biológicos , Interface Usuário-Computador , Simulação por Computador
2.
IEEE Trans Vis Comput Graph ; 11(4): 369-82, 2005.
Artigo em Inglês | MEDLINE | ID: mdl-16138548

RESUMO

We present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes for fine-grained local refinement. We present an out-of-core algorithm for computation of a CHPM that includes cluster decomposition, hierarchy generation, and simplification. We introduce novel cluster dependencies in the preprocess to generate crack-free, drastic simplifications at runtime. The clusters are used for LOD selection, occlusion culling, and out-of-core rendering. We add a frame of latency to the rendering pipeline to fetch newly visible clusters from the disk and avoid stalls. The CHPM reduces the refinement cost of view-dependent rendering by more than an order of magnitude as compared to a vertex hierarchy. We have implemented our algorithm on a desktop PC. We can render massive CAD, isosurface, and scanned models, consisting of tens or a few hundred million triangles at 15-35 frames per second with little loss in image quality.


Assuntos
Algoritmos , Gráficos por Computador , Bases de Dados Factuais , Aumento da Imagem/métodos , Interpretação de Imagem Assistida por Computador/métodos , Armazenamento e Recuperação da Informação/métodos , Modelos Teóricos , Interface Usuário-Computador , Simulação por Computador , Sistemas de Gerenciamento de Base de Dados , Análise Numérica Assistida por Computador , Sistemas On-Line
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