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dc.contributor.authorOrtegano, J.en_US
dc.contributor.authorNavarro, H.en_US
dc.contributor.authorCarmona, R.en_US
dc.contributor.editorSilva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.en_US
dc.date.accessioned2021-06-18T07:47:47Z
dc.date.available2021-06-18T07:47:47Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-152-6
dc.identifier.urihttps://doi.org/10.2312/pt.20111147
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt20111147
dc.description.abstractThe presence or not of collisions between objects is usually required to study the interaction between them, increasing the realism in virtual environments. Collision detection between polygonal objects has been widely studied, and more recently some studies have been made concerning collisions between volume objects. Collision detection between volume datasets and polygonal objects is introduced in this work. This kind of mixed scenes appears naturally in many applications such as surgery simulation and volume edition. To detect the collision, first the volume dataset is represented by a single 3D texture. Then, a mapping from eye space to volume space is established, such as each mesh fragment has a 3D texture coordinate. The collision is verified by fragment during the rasterization stage. We use OpenGL R occlusion query extension to count the number of mesh fragments colliding with the volume. Our tests show that up to 3800 pairs of volume-mesh may be evaluated in one second.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectVirtual reality
dc.titleVolume-Surface Collision Detectionen_US
dc.description.seriesinformationV Ibero-American Symposium in Computer Graphics
dc.description.sectionheaders3D Modeling and Interaction
dc.identifier.doi10.2312/pt.20111147
dc.identifier.pages175-182


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