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Hamzah Asyrani Sulaiman - One of the best experts on this subject based on the ideXlab platform.

  • Quad Separation Algorithm for Bounding-Volume Hierarchies Construction in Virtual Environment Application
    Journal of Next Generation Information Technology, 2013
    Co-Authors: Hamzah Asyrani Sulaiman, Abdullah Bade, Mohd Azlishah Othman, Mohd Muzafar Ismail, Mohamad Harris Misran, Maizatul Alice Meor Said, R. A. Ramlee, Mohd Harun Abdullah
    Abstract:

    In order to perform fast collision detection technique in Virtual Environment Application, researchers need to maintain the behaviour of the object itself before the objects come into contact. By enhancing the speed of intersection using Bounding-Volume Hierarchies technique, it helps to reduce the complexity and speed up the intersection process. Thus, in this paper we presented our novel algorithm for constructing Bounding-Volume Hierarchies using Quad Splitting method. Together with the Quad Splitting method is the implementation of Spatial Object Median Splitting technique (SOMS) in order to create a well-balanced tree for the object. We believed the key of performing fast intersection between two or more objects in Virtual Environment Application required a well-balanced and proper tree technique for Bounding-Volume hierarchies.

  • Quad Axis Separation Framework for Bounding-Volume Hierarchies Construction
    2012
    Co-Authors: Hamzah Asyrani Sulaiman
    Abstract:

    The construction of Bounding-Volume Hierarchies (BVH) for Virtual Environment application has been varied from the rigid bodies application type to the deformable bodies application. Numerous technique and specific instruction has been given from several researchers in order to make sure that the BVH can suite their application without any restriction. In this paper, we explore the capability of BVH using a technique called Quad Axis Separation Technique (QAS) that could efficiently create full-blown hierarchical tree using approximation of separating axes theorem for Virtual Environment. A theoretical implementation is carried out with standard experimental that is also been used by researcher to test their BVH in the Virtual Environment. We also believed that QAS could provide fast and efficient hierarchical tree construction and also enhance the speed and accuracy of the collision detection technique.

  • THE CONSTRUCTION OF BALANCED Bounding-Volume HIERARCHIES USING SPATIAL OBJECT MEDIAN SPLITTING METHOD FOR COLLISION DETECTION
    International journal of new computer architectures and their applications, 2011
    Co-Authors: Hamzah Asyrani Sulaiman, Abdullah Bade
    Abstract:

    Finding two or more contact points between rigid bodies simulation is always a fundamental task in virtual environment. Furthermore, the contact point needs to be accurately reported as soon as possible within 30-60 frames per second (fps) between moving polyhedral. This article introduced an efficient splitting method that is able to divide the Bounding-Volume of Axis Aligned Bounding-Box (AABB) hierarchies into a balanced tree. The construction of well-balanced tree will helps to improve the speed of the intersection between rigid bodies’ objects.

  • ICECS - Bounding-Volume Hierarchies Technique for Detecting Object Interference in Urban Environment Simulation
    2009 Second International Conference on Environmental and Computer Science, 2009
    Co-Authors: Hamzah Asyrani Sulaiman, Abdullah Bade, Norhaida Mohd Suaib
    Abstract:

    Performing and detecting object interference or collision detection in urban environment simulation is always challenging problem for researchers to come out with fast and efficient collision detection algorithm. Most of previous method seems trying to tackle the problems of involving specific geometric models colliding pairs with restricted rules and guidelines. For example, convex hull Bounding-Volume tends to solve the collision detection problems by make the collision more accurate. However, its limitation of performing fast collision detection method must be left behind. Hence, in this paper we introduce new traversal algorithm using Bounding-Volume Hierarchies (BVH) for collision detection in urban environment simulation. By using hierarchical approach, the efficiency of detecting object interference in urban simulation is increase. We believe that BVH method can be useful in urban simulation for collision detection between static rigid models and dynamic rigid models. Thus it should be able to overcome the equipment of urban environment simulation. Our result shows that Bounding-Volume hierarchies achieve favorable frame-rates in real time simulation using top-down binary tree. In practice, the construction of Bounding-Volume hierarchies in urban environment simulation are not just useful for collision detection but they also useful for others detecting object interference technique such culling and raytracing.

  • Bounding-Volume Hierarchies Technique for Detecting Object Interference in Urban Environment Simulation
    2009 Second International Conference on Environmental and Computer Science, 2009
    Co-Authors: Hamzah Asyrani Sulaiman, Abdullah Bade, Norhaida Mohd Suaib
    Abstract:

    Performing and detecting object interference or collision detection in urban environment simulation is always challenging problem for researchers to come out with fast and efficient collision detection algorithm. Most of previous method seems trying to tackle the problems of involving specific geometric models colliding pairs with restricted rules and guidelines. For example, convex hull Bounding-Volume tends to solve the collision detection problems by make the collision more accurate. However, its limitation of performing fast collision detection method must be left behind. Hence, in this paper we introduce new traversal algorithm using Bounding-Volume hierarchies (BVH) for collision detection in urban environment simulation. By using hierarchical approach, the efficiency of detecting object interference in urban simulation is increase. We believe that BVH method can be useful in urban simulation for collision detection between static rigid models and dynamic rigid models. Thus it should be able to overcome the equipment of urban environment simulation. Our result shows that Bounding-Volume hierarchies achieve favorable frame-rates in real time simulation using top-down binary tree. In practice, the construction of Bounding-Volume hierarchies in urban environment simulation are not just useful for collision detection but they also useful for others detecting object interference technique such culling and raytracing.

Norhaida Mohd Suaib - One of the best experts on this subject based on the ideXlab platform.

  • ICECS - Bounding-Volume Hierarchies Technique for Detecting Object Interference in Urban Environment Simulation
    2009 Second International Conference on Environmental and Computer Science, 2009
    Co-Authors: Hamzah Asyrani Sulaiman, Abdullah Bade, Norhaida Mohd Suaib
    Abstract:

    Performing and detecting object interference or collision detection in urban environment simulation is always challenging problem for researchers to come out with fast and efficient collision detection algorithm. Most of previous method seems trying to tackle the problems of involving specific geometric models colliding pairs with restricted rules and guidelines. For example, convex hull Bounding-Volume tends to solve the collision detection problems by make the collision more accurate. However, its limitation of performing fast collision detection method must be left behind. Hence, in this paper we introduce new traversal algorithm using Bounding-Volume Hierarchies (BVH) for collision detection in urban environment simulation. By using hierarchical approach, the efficiency of detecting object interference in urban simulation is increase. We believe that BVH method can be useful in urban simulation for collision detection between static rigid models and dynamic rigid models. Thus it should be able to overcome the equipment of urban environment simulation. Our result shows that Bounding-Volume hierarchies achieve favorable frame-rates in real time simulation using top-down binary tree. In practice, the construction of Bounding-Volume hierarchies in urban environment simulation are not just useful for collision detection but they also useful for others detecting object interference technique such culling and raytracing.

  • Bounding-Volume Hierarchies Technique for Detecting Object Interference in Urban Environment Simulation
    2009 Second International Conference on Environmental and Computer Science, 2009
    Co-Authors: Hamzah Asyrani Sulaiman, Abdullah Bade, Norhaida Mohd Suaib
    Abstract:

    Performing and detecting object interference or collision detection in urban environment simulation is always challenging problem for researchers to come out with fast and efficient collision detection algorithm. Most of previous method seems trying to tackle the problems of involving specific geometric models colliding pairs with restricted rules and guidelines. For example, convex hull Bounding-Volume tends to solve the collision detection problems by make the collision more accurate. However, its limitation of performing fast collision detection method must be left behind. Hence, in this paper we introduce new traversal algorithm using Bounding-Volume hierarchies (BVH) for collision detection in urban environment simulation. By using hierarchical approach, the efficiency of detecting object interference in urban simulation is increase. We believe that BVH method can be useful in urban simulation for collision detection between static rigid models and dynamic rigid models. Thus it should be able to overcome the equipment of urban environment simulation. Our result shows that Bounding-Volume hierarchies achieve favorable frame-rates in real time simulation using top-down binary tree. In practice, the construction of Bounding-Volume hierarchies in urban environment simulation are not just useful for collision detection but they also useful for others detecting object interference technique such culling and raytracing.

  • On Faster Bounding Volume Hierarchy Construction for Avatar Collision Detection
    2009 International Conference on Computer Technology and Development, 2009
    Co-Authors: Norhaida Mohd Suaib, Abdullah Bade, Dzulkifli Mohamad, Hamzah Asyrani Sulaiman
    Abstract:

    In many interactive computer graphics applications, users are represented as virtual characters called avatars. Collision detection is a pre-requisite in interactive computer graphics application so that appropriate response and realistic behaviour can be generated. However, it will not be easy to anticipate collisions since objects' motion are dependant on user interaction and avatar manipulation. Ideally, collision detection needs to be done efficiently, with accurate result in the shortest time possible. However, due to its computationally intensive nature, collision detection could cause a bottleneck to the system. A variety of techniques, data structures and algorithms were proposed to accelerate the collision detection process. Acceleration data structures are widely used not only to promote faster collision detection, but also in the field of ray tracing and deformable objects simulation. This paper discusses the use of Bounding Volume hierarchy as an acceleration data structure in collision detection for avatar in virtual environment, as well as similar methods used in interactive ray tracing and deformable objects simulation. Based on these findings, method for fast Bounding Volume hierarchy construction is proposed as a first step towards efficient avatar collision detection.

  • Collision Detection Using Bounding-Volume Hierarchies in Urban Simulation
    2009
    Co-Authors: Hamzah Asyrani, Abdullah Bade, Daut Daman, Norhaida Mohd Suaib
    Abstract:

    fast and accurate collision detection between geometric models is still most open problems in modeling, robotics, manufacturing and computer-simulated environments. Most of previous method seems to have their own specification and restricted to a specific geometric models. For example, convex polytopes tend to solve accuracy problems but left behind the speed of collision detection. In this paper, we present a Bounding-Volume Hierarchies (BVH) technique for collision detection between general polygonal models in urban simulation. By using hierarchical approach, we believe that collision detection between static and dynamic object can be preferred in real-time and suitable to overcome the equipment of urban simulation. Our preliminary result shows that Bounding-Volume hierarchies achieve favourable frame-rates in real times simulation using binary tree. In practice, we can construct Bounding-Volume hierarchies for accurate and fast collision detection method in urban simulation.

  • Bounding Volume hierarchy for avatar collision detection: design considerations
    2009
    Co-Authors: Norhaida Mohd Suaib, Abdullah Bade, Dzulkifli Mohamad, Hamzah Asyrani Sulaiman
    Abstract:

    One of the most important aspects in interactive virtual environment applications is maintaining interactive frame rates while providing realistic and believable experience. Due to this fact, collision detection for interactive virtual environment applications acts as an important part of the system. However, due to its computationally intensive nature, collision detection can become a bottleneck to the system. Avatar can be seen as the user representation in the virtual world. User interaction and manipulation of avatar, and interaction between avatar and virtual objects made it impossible to anticipate collision. In order to minimize the collision test, a number of approaches have been proposed. One of the examples is by using a multiple-phase collision detection; where usually the earlier phase is carried out to cull away pairs of objects that do not possibly collide and the second phase is conducted to verify collision. Quite a number of proposed techniques and algorithms were introduced to accelerate the collision detection process. One of the most efficient and widely used in exact collision detection is Bounding Volume hierarchy. However, less attention has been directed on Bounding Volume hierarchy for human-like avatar. Therefore, the focus of this study is on Bounding Volume hierarchy to be used for collision detection between avatar and avatar, as well as avatar and virtual objects in a virtual environment application. Since Bounding Volume hierarchy is the main focus of this study and hierarchical representation is suitable for human-like avatar, various considerations in designing, constructing and updating the hierarchy is discussed. A proposed framework is presented along with a future plan for this study.

Abdullah Bade - One of the best experts on this subject based on the ideXlab platform.

  • Quad Separation Algorithm for Bounding-Volume Hierarchies Construction in Virtual Environment Application
    Journal of Next Generation Information Technology, 2013
    Co-Authors: Hamzah Asyrani Sulaiman, Abdullah Bade, Mohd Azlishah Othman, Mohd Muzafar Ismail, Mohamad Harris Misran, Maizatul Alice Meor Said, R. A. Ramlee, Mohd Harun Abdullah
    Abstract:

    In order to perform fast collision detection technique in Virtual Environment Application, researchers need to maintain the behaviour of the object itself before the objects come into contact. By enhancing the speed of intersection using Bounding-Volume Hierarchies technique, it helps to reduce the complexity and speed up the intersection process. Thus, in this paper we presented our novel algorithm for constructing Bounding-Volume Hierarchies using Quad Splitting method. Together with the Quad Splitting method is the implementation of Spatial Object Median Splitting technique (SOMS) in order to create a well-balanced tree for the object. We believed the key of performing fast intersection between two or more objects in Virtual Environment Application required a well-balanced and proper tree technique for Bounding-Volume hierarchies.

  • THE CONSTRUCTION OF BALANCED Bounding-Volume HIERARCHIES USING SPATIAL OBJECT MEDIAN SPLITTING METHOD FOR COLLISION DETECTION
    International journal of new computer architectures and their applications, 2011
    Co-Authors: Hamzah Asyrani Sulaiman, Abdullah Bade
    Abstract:

    Finding two or more contact points between rigid bodies simulation is always a fundamental task in virtual environment. Furthermore, the contact point needs to be accurately reported as soon as possible within 30-60 frames per second (fps) between moving polyhedral. This article introduced an efficient splitting method that is able to divide the Bounding-Volume of Axis Aligned Bounding-Box (AABB) hierarchies into a balanced tree. The construction of well-balanced tree will helps to improve the speed of the intersection between rigid bodies’ objects.

  • ICECS - Bounding-Volume Hierarchies Technique for Detecting Object Interference in Urban Environment Simulation
    2009 Second International Conference on Environmental and Computer Science, 2009
    Co-Authors: Hamzah Asyrani Sulaiman, Abdullah Bade, Norhaida Mohd Suaib
    Abstract:

    Performing and detecting object interference or collision detection in urban environment simulation is always challenging problem for researchers to come out with fast and efficient collision detection algorithm. Most of previous method seems trying to tackle the problems of involving specific geometric models colliding pairs with restricted rules and guidelines. For example, convex hull Bounding-Volume tends to solve the collision detection problems by make the collision more accurate. However, its limitation of performing fast collision detection method must be left behind. Hence, in this paper we introduce new traversal algorithm using Bounding-Volume Hierarchies (BVH) for collision detection in urban environment simulation. By using hierarchical approach, the efficiency of detecting object interference in urban simulation is increase. We believe that BVH method can be useful in urban simulation for collision detection between static rigid models and dynamic rigid models. Thus it should be able to overcome the equipment of urban environment simulation. Our result shows that Bounding-Volume hierarchies achieve favorable frame-rates in real time simulation using top-down binary tree. In practice, the construction of Bounding-Volume hierarchies in urban environment simulation are not just useful for collision detection but they also useful for others detecting object interference technique such culling and raytracing.

  • Bounding-Volume Hierarchies Technique for Detecting Object Interference in Urban Environment Simulation
    2009 Second International Conference on Environmental and Computer Science, 2009
    Co-Authors: Hamzah Asyrani Sulaiman, Abdullah Bade, Norhaida Mohd Suaib
    Abstract:

    Performing and detecting object interference or collision detection in urban environment simulation is always challenging problem for researchers to come out with fast and efficient collision detection algorithm. Most of previous method seems trying to tackle the problems of involving specific geometric models colliding pairs with restricted rules and guidelines. For example, convex hull Bounding-Volume tends to solve the collision detection problems by make the collision more accurate. However, its limitation of performing fast collision detection method must be left behind. Hence, in this paper we introduce new traversal algorithm using Bounding-Volume hierarchies (BVH) for collision detection in urban environment simulation. By using hierarchical approach, the efficiency of detecting object interference in urban simulation is increase. We believe that BVH method can be useful in urban simulation for collision detection between static rigid models and dynamic rigid models. Thus it should be able to overcome the equipment of urban environment simulation. Our result shows that Bounding-Volume hierarchies achieve favorable frame-rates in real time simulation using top-down binary tree. In practice, the construction of Bounding-Volume hierarchies in urban environment simulation are not just useful for collision detection but they also useful for others detecting object interference technique such culling and raytracing.

  • On Faster Bounding Volume Hierarchy Construction for Avatar Collision Detection
    2009 International Conference on Computer Technology and Development, 2009
    Co-Authors: Norhaida Mohd Suaib, Abdullah Bade, Dzulkifli Mohamad, Hamzah Asyrani Sulaiman
    Abstract:

    In many interactive computer graphics applications, users are represented as virtual characters called avatars. Collision detection is a pre-requisite in interactive computer graphics application so that appropriate response and realistic behaviour can be generated. However, it will not be easy to anticipate collisions since objects' motion are dependant on user interaction and avatar manipulation. Ideally, collision detection needs to be done efficiently, with accurate result in the shortest time possible. However, due to its computationally intensive nature, collision detection could cause a bottleneck to the system. A variety of techniques, data structures and algorithms were proposed to accelerate the collision detection process. Acceleration data structures are widely used not only to promote faster collision detection, but also in the field of ray tracing and deformable objects simulation. This paper discusses the use of Bounding Volume hierarchy as an acceleration data structure in collision detection for avatar in virtual environment, as well as similar methods used in interactive ray tracing and deformable objects simulation. Based on these findings, method for fast Bounding Volume hierarchy construction is proposed as a first step towards efficient avatar collision detection.

Michael Goesele - One of the best experts on this subject based on the ideXlab platform.

  • recursive sah based Bounding Volume hierarchy construction
    Graphics Interface, 2016
    Co-Authors: Dominik Wodniok, Michael Goesele
    Abstract:

    Advances in research on quality metrics for Bounding Volume hierarchies (BVHs) have shown that greedy top-down SAH builders construct BVHs with superior traversal performance despite the fact that the resulting SAH values are higher than those created by more sophisticated builders. Motivated by this observation we examine a construction algorithm that uses recursive SAH values of temporarily constructed SAH-built BVHs to guide the construction. The resulting BVHs achieve up to 28% better trace performance for primary rays and up to 24% better trace performance for secondary diffuse rays compared to standard plane sweeping without applying spatial splits. Allowing spatial splits we still achieve up to 20% resp. 19% better performance. While our approach is not suitable for real-time BVH construction, we show that the proposed algorithm has subquadratic computational complexity in the number of primitives, which renders it usable in practical applications.

Gabriel Zachmann - One of the best experts on this subject based on the ideXlab platform.

  • Compressed Bounding Volume Hierarchies for Collision Detection & Proximity Query.
    arXiv: Graphics, 2020
    Co-Authors: Toni Tan, Rene Weller, Gabriel Zachmann
    Abstract:

    We present a novel representation of compressed data structure for simultaneous Bounding Volume hierarchy (BVH) traversals like they appear for instance in collision detection & proximity query. The main idea is to compress Bounding Volume (BV) descriptors and cluster BVH into a smaller parts 'treelet' that fit into CPU cache while at the same time maintain random-access and automatic cache-aware data structure layouts. To do that, we quantify BV and compress 'treelet' using predictor-corrector scheme with the predictor at a specific node in the BVH based on the chain of BVs upwards.

  • simdop simd optimized Bounding Volume hierarchies for collision detection
    Intelligent Robots and Systems, 2019
    Co-Authors: Toni Tan, Rene Weller, Gabriel Zachmann
    Abstract:

    We present a novel data structure for SIMD optimized simultaneous Bounding Volume hierarchy (BVH) traversals like they appear for instance in collision detection tasks. In contrast to all previous approaches, we consider both the traversal algorithm and the construction of the BVH. The main idea is to increase the branching factor of the BVH according to the available SIMD registers and parallelize the simultaneous BVH traversal using SIMD operations. This requires a novel BVH construction method because traditional BVHs for collision detection usually are simple binary trees. To do that, we present a new BVH construction method based on a clustering algorithm, Batch Neural Gas, that is able to build efficient n-ary tree structures along with SIMD optimized simultaneous BVH traversal. Our results show that our new data structure outperforms binary trees significantly.

  • IROS - SIMDop: SIMD optimized Bounding Volume Hierarchies for Collision Detection
    2019 IEEE RSJ International Conference on Intelligent Robots and Systems (IROS), 2019
    Co-Authors: Toni Tan, Rene Weller, Gabriel Zachmann
    Abstract:

    We present a novel data structure for SIMD optimized simultaneous Bounding Volume hierarchy (BVH) traversals like they appear for instance in collision detection tasks. In contrast to all previous approaches, we consider both the traversal algorithm and the construction of the BVH. The main idea is to increase the branching factor of the BVH according to the available SIMD registers and parallelize the simultaneous BVH traversal using SIMD operations. This requires a novel BVH construction method because traditional BVHs for collision detection usually are simple binary trees. To do that, we present a new BVH construction method based on a clustering algorithm, Batch Neural Gas, that is able to build efficient n-ary tree structures along with SIMD optimized simultaneous BVH traversal. Our results show that our new data structure outperforms binary trees significantly.

  • kinetic Bounding Volume hierarchies for deformable objects
    International Conference on Virtual Reality, 2006
    Co-Authors: Gabriel Zachmann, Rene Weller
    Abstract:

    We present novel algorithms for updating Bounding Volume hierarchies of objects undergoing arbitrary deformations. Therefore, we introduce two new data structures, the kinetic AABB tree and the kinetic BoxTree.The event-based approach of the kinetic data structures framework enables us to show that our algorithms are optimal in the number of updates. Moreover, we show a lower bound for the total number of BV updates, which is independent of the number of frames.We used our kinetic Bounding Volume hierarchies for collision detection and performed a comparison with the classical bottom-up update method. The results show that our algorithms perform up to ten times faster in practically relevant scenarios.

  • VRCIA - Kinetic Bounding Volume hierarchies for deformable objects
    Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications - VRCIA '06, 2006
    Co-Authors: Gabriel Zachmann, Rene Weller
    Abstract:

    We present novel algorithms for updating Bounding Volume hierarchies of objects undergoing arbitrary deformations. Therefore, we introduce two new data structures, the kinetic AABB tree and the kinetic BoxTree.The event-based approach of the kinetic data structures framework enables us to show that our algorithms are optimal in the number of updates. Moreover, we show a lower bound for the total number of BV updates, which is independent of the number of frames.We used our kinetic Bounding Volume hierarchies for collision detection and performed a comparison with the classical bottom-up update method. The results show that our algorithms perform up to ten times faster in practically relevant scenarios.