Summary: | 碩士 === 中原大學 === 資訊工程研究所 === 84 === In this thesis, we studied physically-based constraints on a
virtual reality environment. The physically-based
modeling provide us a much greater complexity and realism
than the ones by only geometric and kinematic descriptions. In
our system, we compute the real-time physical responses
among objects. The system incorporated physical models
have many potential applications beyond graphics, as in
mechanical CAD, robotics, assembling system or computer
vision. We adopted a contact-force computing algorithm that
describe contact constraints as preventing solid objects
from moving through other ones. This algorithm is fast enough
to let users interactively manipulate rigid objects
as in virtual environments. Contact constraints come as
objects get into contacts; therefore, the system employed
collision tests and computed states of objects to know
when creating a new contact constraint. The sates of
objects are solved by the fourth order Runge-Kutta method.
For collision detection, we adopted an algorithm that
exploited geometric coherence. We implemented the above
algorithms by using VRML descriptions. VRML is going to
be standard language for virtual reality environments. We
studied from what descriptions of VRML we can obtain compute
physical constraints and how to take suitable numerical
intervals for real-time response purposes. We also suggested
how to describe the physical properties of objects in VRML.
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