Title page for 93522068


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Student Number 93522068
Author Chuan-Cheng Kao(高全成)
Author's Email Address No Public.
Statistics This thesis had been viewed 1430 times. Download 724 times.
Department Computer Science and Information Engineering
Year 2005
Semester 2
Degree Master
Type of Document Master's Thesis
Language zh-TW.Big5 Chinese
Title Visual Effects and Collision Detection for A Virtual Environment
Date of Defense 2006-06-15
Page Count 87
Keyword
  • collision detection
  • visual effects
  • Abstract The 3D visualization is a key component of a virtual-reality application system. There are many techniques influencing the performance and reality of the 3D visualization, such as, collision detection, visual effects, physical modeling, etc.
    In this study, we develop techniques of collision detection and visual effects for applications in a virtual environment. The collision detection emphasizes simulating the walking behaviors of human in a virtual environment, such as, walking, going up/down hill, going up/down stairs, etc. The visual effects are emphasized resulting from the attributes of collided objects, not just from the behavior of a collision of two objects. In the practices of visual effects, we first design data structures of attributes to describe properties of objects. Second, we use constrained physical formulas to deduce the parameters for a specific visual effect from the attributes of collided objects. At last, we implement a particle system to manage all visual effects in a virtual environment. In the second and third stages, we construct a “FXEditor” system to edit the visual effects and to render the simulating effects for helping the generation of visual effects.
    Table of Content 目錄
    摘要       II
    誌謝       III
    目錄       IV
    第一章 緒論      一
    第二章 相關研究      二
    第三章 碰撞偵測      三
    第四章 模擬人類碰撞行為 四
    第五章 模擬視覺效果 五
    第六章 特效編輯系統 六
    第七章 實驗      七
    第八章 結論      八
    附錄 英文版論文      九
    Contents
    Abstract                           ii
    Contents                           iii
    List of Figures                      v
    List of Tables                      vii
    Chapter 1 Introduction                  1
    1.1 Motivation                      1
    1.2 System overview                  2
    1.2.1 The behavior of human beings             2
    1.2.2 The FXEditor system                  2
    1.3 Thesis organization                  3
    Chapter 2 Related Works                  4
    2.1 Collision detection                  4
    2.1.1 Bounding volumes                  4
    2.1.2 Hierarchical manners                  5
    2.2 Visual effects                  6
    2.2.1 Billboard                      6
    2.2.2 Particle system                  7
    2.3 The detail of particle system             7
    2.3.1 The detail analysis of the particle system    7
    2.3.2 The data structure of the particle         9
    Chapter 3 Collision Detection             16
    3.1 Background                      16
    3.2 Bounding volume representations for models    17
    3.3 The proposed algorithm                  18
    3.3.1 Building an AABB-tree             19
    3.3.2 Broad phase                       22
    3.3.3 Narrow phase                  22
    Chapter 4 Human Collision Behaviors              25
    4.1 Basic idea and goal                  25
    4.2 Background                       25
    4.3 The proposed algorithm                  27
    4.3.1 Designing the group of probes              28
    4.3.2 Simulating human behavior              30
    Chapter 5 Simulating Visual Effects              32
    5.1 Basic idea                       32
    5.2 Our particle system                  33
    5.3 The three components of our particle system     34
    5.3.1 Particle system                  34
    5.3.2 Particle container                  34
    5.3.3 Particle behavior                  35
    5.4 The prototype of the attributes              40
    5.4.1 Background                       40
    5.4.2 The overview of attributes’ data structure    46
    5.4.3 The detail of attributes              48
    5.5 Simulating the visual effect of explosion     49
    Chapter 6 The FXEditor System              50
    6.1 The overview of FXEditor              50
    6.2 The function of simulation              51
    Chapter 7 Experiments                  53
    7.1 Experimental platform                  53
    7.2 The 3-D environment                  53
    7.3 The performance of collision detection         55
    7.4 The behaviors of human                  55
    7.5 Simulating the visual effect of explosion     59
    Chapter 8 Conclusions and Future works         64
    References                       65
    Reference [1]Bourg, D. M., Physics for Game Developers, Cambridge, MA, O’Reilly Media, 2002.
    [2]Dalmau, D. S. C., Core Techniques and Algorithm in Game Programming, Pearson Education, 2003.
    [3]Duda, R. O. and P. E. Hart, Pattern Classification and Scene Analysis, John Wiley and Sons, 1973.
    [4]Gino van den Bergen, "Efficient collision detection of complex deformable models using AABB trees," Journal of Graphics Tools, vol.2 Issue 4, pp.1-13, 1998.
    [5]Gottschalk, S., M.C. Lin, and D. Manocha, 'OBBTree: A hierarchical structure for rapid interference detection,' in Proc. SIGGRAPH '96, Oct.25, 1996, pp.171-180.
    [6]Kitamura, Y., H. Takemura, N. Ahuja, and F. Kishino, "Efficient collision detection among objects in arbitrary motion using multiple shape representations," in Proc. 12th IAPR Int. Conf. on Pattern Recognition, Oct.9-13, 1994, vol.1, pp.390-396.
    [7]Klosowski, J., M. Held, J. Mitchell, H. Sowizral, and K. Zikan, " Efficient collision detection using bounding volume hierarchies of k-DOPs," IEEE Transactions on Visualization and Computer graphics, vol.2, Issue 1, pp.21-36, 1998.
    [8]Moore, M. and J. Wilhelms, "Collision detection and Response for computer animation," in Proc. SIGGRAPH '98, New York, June, 1988, vol.22, pp.289-298.
    [9]Naylor, B., J. Amanatides, and W. Thibault, "Merging bsp trees yield polyhedral set operations," in Proc. SIGGRAPH '90, Dallas, TX, Sep. 1990, vol.24, pp.115-124.
    [10]Noborio, H., S. Fukuda, and S. Arimoto, "Fast interference check method using octree representation," Advance Robotics, vol.3, no.3, pp.193-212, 1989.
    [11]Reeves, W. T., "Particle systems—a technique for modeling a class of fuzzy objects," in Proc. SIGGRAPH '83, Detroit, Michigan, July 1983, vol.17, pp.359-375.
    [12]Sanna, A. and M. Milani, 'CDFast: An algorithm combining different bounding volume strategies for real time collision detection,' in Proc. Conf. Systemics, Cybernetics and Informatics (SCI), 2004, vol.2, pp.144-149.
    Advisor
  • Ding-Chang Tseng(曾定章)
  • Files
  • 93522068.pdf
  • approve immediately
    Date of Submission 2006-07-19

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