| Gregory, A., Lin, M., Gottschalk, S., and Taylor, R., "HCOLLIDE: A Framework for Fast and Accurate Collision Detection for Haptic Interaction", in Proc. IEEE Virtual Reality '99 |
....is greatly determined by the performance of distance computation algorithms. For example, applications such as haptic rendering have stringent performance requirements and need to perform distance queries in less than a millisecond on large models composed of tens of thousands of polygons [GLGT99] Most randomized motion planners spend more than 90 of the overall time in distance computation routines [HKL 98, Lat96] Algorithms for proximity queries, such as collision detection and distance computation, have been extensively studied in the literature. While a number of specialized ....
A. Gregory, M. Lin, S. Gottschalk, and R. Taylor. Hcollide: A framework for fast and accurate collision detection for haptic interaction. In Proceedings of Virtual Reality Conference 1999, 1999.
....system for 3D model editing and painting with a haptic interface. The system has the following characteristics: ffl Direct 3D model interaction with a haptic interface We use a commercial force feedback device (PHANToM) haptic toolkit (GHOST) and our collision detection library, H Collide [GLGT99] to interact with a virtual model by directly manipulating points on the model surface and placing paint on the desired location with relatively high fidelity (limited by pixel precision) ffl Multiresolution model editing Based on a subdivision surface representation, we can shape and edit ....
....model deformations. The client application is responsible for the graphical display and the user interface. The overall system architecture is shown in Figure 2. The real time haptic display is rendered using a commercial haptic toolkit called GHOST and our collision detection library, H Collide [GLGT99] All the collision queries are performed using H Collide, which provides real time contact determination for force computations at the KHz rate required for haptic display. Given a model, H Collide pre computes a hybrid hierarchical representation, consisting of uniform grids represented using a ....
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A. Gregory, M. Lin, S. Gottschalk, and R. Taylor. HCollide: A framework for fast and accurate collision detection for haptic interaction. In Proceedings of Virtual Reality Conference 1999, pages 38-45, 1999.
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Gregory, A., Lin, M., Gottschalk, S., and Taylor, R., "HCOLLIDE: A Framework for Fast and Accurate Collision Detection for Haptic Interaction", in Proc. IEEE Virtual Reality '99
No context found.
A. Gregory, M. Lin, et al. "H-Collide: A Framework for Fast and Accurate Collision Detection for Haptic Interaction ", In IEEE Virtual Reality, 1999
No context found.
A. Gregory, M. Lin, et al. "H-Collide: A Framework for Fast and Accurate Collision Detection for Haptic Interaction", In IEEE Virtual Reality, 1999
No context found.
Gregory, A., Lin, M., Gottschalk, S., Taylor, R., "H-Collide: A Framework for Fast and Accurate Collision Detection for Haptic Interaction," UNC Report, currently unpublished, 1998.
No context found.
Gregory, A., Lin, M., Gottschalk, S., Taylor, R., "H-Collide: A Framework for Fast and Accurate Collision Detection for Haptic Interaction," UNC Report, currently unpublished, 1998.
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