Zhi Dong;Shiqiu Liu,;Yuntao Ou;Yunxin Zheng;"Simple Method for Real-time Metal Shell Simulation"(Motion in Games 2011(MIG'11))
Abstract-Realistic animation and rendering of the metal shell is an important aspect for movies, video games and other simulators. Usually this is done by FEM method, which requires extremely high computational cost due to solving the Stiffness Matrix. We now propose a trick that could smartly avoid the large scale computation required by FEM, and could still generate visually convincing images of metal shell. We do so by first partitioning the shell into k rigid sub-shells that evolve independently during impact, before using a simple spring-mass model is applied to each vertex to retain continuity of the shell. This technique could produce deformed rigid shells in real-time and can easily be integrated in any game engine and physics engine.
a_simple_method_for_real-time_metal_shell.pdf | |
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Zhi Dong; Haozhe Li; Shiqiu Liu; “GKJ and Clustering Based Algorithm for Collision Detection on Deformable Body"(International Conference on Multimedia Technology 2011)
Abstract--this paper proposed a collision detection method for deformable body based on clustering algorithm and GKJ algorithm. This method first divide triangle meshes into convex hulls formed by multiple clusters; then utilizes GJK algorithm to solve the convex hull collision detection problem. The proposed method can increase detection efficiency, solve penetration problem, which happens when one body is small compared with triangle mesh, and provide freedom to set collision detection precision. Real-world applications provided feasibility and reliability of using this method in solving deformable body-to-body multi-points collision detection problems. It is valuable for researches in fields including 3D gaming, visual reality, physical simulation and others.
http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?tp=&arnumber=6001684
http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?tp=&arnumber=6001684
Zhi Dong; Zelin Chen; Shiqiu Liu; Suifang Guo; Yuntao Ou; “Physically-Based Real-time Simulation Algorithm of Vehicle Shell Collision and Deformation"(International Conference on Computer Science and Automatic Engineering 2011)
Abstract--In this paper we present an algorithm for real-time simulating vehicle shell collision and deformation. The
algorithm is based on the optimized iteration of velocity and impulse when a car collision occurs, which needs to compute a small amount of data for real-time simulation. We analyze the efficiency of real-time deformation with the time ratio for virtual world and real world. This simulative method could be applied to the field of driving simulation, game and movie industry. It can be even further extended to support the realtime simulation of plastic deformation.
http://ieeexplore.ieee.org/search/freesrchabstract.jsp?tp=&arnumber=5952859
algorithm is based on the optimized iteration of velocity and impulse when a car collision occurs, which needs to compute a small amount of data for real-time simulation. We analyze the efficiency of real-time deformation with the time ratio for virtual world and real world. This simulative method could be applied to the field of driving simulation, game and movie industry. It can be even further extended to support the realtime simulation of plastic deformation.
http://ieeexplore.ieee.org/search/freesrchabstract.jsp?tp=&arnumber=5952859
Suifang Guo; Ji Liu; Zhi Dong;“A Optimal Method for the Placement of Wireless Repeaters with PL lines”(International Conference on Electronics, Communications and Control 2011)
Abstract-In this paper, we proposed a new method for placement of repeaters with PL lines. The VHF radio spectrum involves line-of-sight transmission and reception. This limitation can be overcome by “repeaters,” which pick up weak signals, amplify them, and retransmit them on a different frequency. Thus, using a repeater, low-power users (such as mobile stations) can communicate with one another in situations where direct user-to-user contact would not be possible. The number of repeaters should be minimized for conservation purpose. To handle this target, we firstly analyze the basic math model of repeater distribution problems, and then we use an optimal method to solve this problem. Firstly, we analyze the minimum PLs used in the area with users not regularly distributed. Then we proposed a method to achieve seamless cover, after this step, the connectivity problem can be solved by MST algorithm. Our method is easy to be implemented and can be extended to general distribution of repeaters.