This paper mainly discusses the concept of Touchable AR (Touchable Augmented Reality), introduces how to create a natural tactile experience without the haptic device and introduces how the tactile experience could improve effect of AR system. This paper first gives the overall composition of the Touchable AR system and compares it with the traditional augmented reality systems. And then, two prototype systems were presented to analyze the role of touch in the AR system. In first example, an AR evaluation prototype system was set up to help the designer design the aircraft cockpit. In this system, the pilot can use his hand to touch the virtual buttons and meters to test the ergonomics performance of the design results. In second example, a touchable AR girl prototype system was set up to help the doctor to treat heterosexual-social anxiety, in which, patients can touch and feel a virtual girl. In response to these two prototype systems, this paper design a series of subjective experiments and objective experiments to compare the performance of Touchable AR system with virtual reality system and non-touchable AR system, to prove the importance of "touchable" to enhancing the user experience in AR system.
本文主要讨论了Touchable AR (Touchable Augmented Reality)的概念,介绍了如何在没有触觉设备的情况下创造自然的触觉体验,以及触觉体验如何提高AR系统的效果。本文首先给出了Touchable AR系统的总体构成,并与传统的增强现实系统进行了比较。然后,提出了两个原型系统来分析触摸在AR系统中的作用。在第一个例子中,建立了一个AR评估原型系统,以帮助设计者设计飞机座舱。在该系统中,飞行员可以用手触摸虚拟按钮和仪表来测试设计结果的人体工程学性能。在第二个例子中,为了帮助医生治疗异性恋社交焦虑,建立了一个可触摸的AR女孩原型系统,患者可以触摸和感受虚拟女孩。针对这两种原型系统,本文设计了一系列主观实验和客观实验,将Touchable AR系统与虚拟现实系统和非Touchable AR系统的性能进行比较,以证明“Touchable”对于增强AR系统中用户体验的重要性。
{"title":"TouchableAR: A New Experience of Augmented Reality","authors":"Dong Li, Dongdong Weng, Yuqian Li, Jinghui Xie","doi":"10.1109/ICVRV.2013.14","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.14","url":null,"abstract":"This paper mainly discusses the concept of Touchable AR (Touchable Augmented Reality), introduces how to create a natural tactile experience without the haptic device and introduces how the tactile experience could improve effect of AR system. This paper first gives the overall composition of the Touchable AR system and compares it with the traditional augmented reality systems. And then, two prototype systems were presented to analyze the role of touch in the AR system. In first example, an AR evaluation prototype system was set up to help the designer design the aircraft cockpit. In this system, the pilot can use his hand to touch the virtual buttons and meters to test the ergonomics performance of the design results. In second example, a touchable AR girl prototype system was set up to help the doctor to treat heterosexual-social anxiety, in which, patients can touch and feel a virtual girl. In response to these two prototype systems, this paper design a series of subjective experiments and objective experiments to compare the performance of Touchable AR system with virtual reality system and non-touchable AR system, to prove the importance of \"touchable\" to enhancing the user experience in AR system.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123871120","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Dong Zhihua, Zhu Yuanchang, Di Yanqiang, Meng Xianguo
As Modeling and Simulation (M&S) developing rapidly and used widely, more complicated simulations are needed, especially in military. That distinct architectures co-exist affect the interoperability between legacy simulations. It is considered the most promising approach to construct large-scale simulation environment through inter-connecting heterogeneous systems, called multi-architectures simulation environment or LVC simulation environments. When two or more architectures exist in a simulation environment, interoperability problems raise due to the dissimilarities, covering middle ware incompatibilities, dissimilar metamodels for data exchange, and differences in the nature of the services that are provided by the architectures. The article achieves the interoperability in the level of Object Model by creating the broker for each participating system, and establishes the mapping between data in brokers and Architecture-Neutral Object Model (ANOM).
{"title":"Constructing LVC Simulation Environments Based on Legacy Simulations","authors":"Dong Zhihua, Zhu Yuanchang, Di Yanqiang, Meng Xianguo","doi":"10.1109/ICVRV.2013.68","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.68","url":null,"abstract":"As Modeling and Simulation (M&S) developing rapidly and used widely, more complicated simulations are needed, especially in military. That distinct architectures co-exist affect the interoperability between legacy simulations. It is considered the most promising approach to construct large-scale simulation environment through inter-connecting heterogeneous systems, called multi-architectures simulation environment or LVC simulation environments. When two or more architectures exist in a simulation environment, interoperability problems raise due to the dissimilarities, covering middle ware incompatibilities, dissimilar metamodels for data exchange, and differences in the nature of the services that are provided by the architectures. The article achieves the interoperability in the level of Object Model by creating the broker for each participating system, and establishes the mapping between data in brokers and Architecture-Neutral Object Model (ANOM).","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"234 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115755230","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The PnP (perspective-n-point) problem is very important in pose estimation technique based on computer vision. Aiming at this issue, an improved iterative solution is proposed. By the means of expressing the 3D point coordinates as a weighted sum of four control points, a system of homogeneous linear equations was established and then the optimized projections on the normalized image plane were obtained. The final estimation result was achieved by a relaxation-based iterative approach. Both simulations and experiments certify that the proposed algorithm can improve the computing accuracy and depress the image noise. Compared with other solutions to the PnP problem, the proposed algorithm can reduce the computational complexity while maintaining high precision with noise depression capability.
{"title":"An Improved Iterative Solution to the PnP Problem","authors":"Jinghuai Gao, Yalin Zhang","doi":"10.1109/ICVRV.2013.41","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.41","url":null,"abstract":"The PnP (perspective-n-point) problem is very important in pose estimation technique based on computer vision. Aiming at this issue, an improved iterative solution is proposed. By the means of expressing the 3D point coordinates as a weighted sum of four control points, a system of homogeneous linear equations was established and then the optimized projections on the normalized image plane were obtained. The final estimation result was achieved by a relaxation-based iterative approach. Both simulations and experiments certify that the proposed algorithm can improve the computing accuracy and depress the image noise. Compared with other solutions to the PnP problem, the proposed algorithm can reduce the computational complexity while maintaining high precision with noise depression capability.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128338566","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Guijuan Zhang, Dianjie Lu, Dengming Zhu, Hong Liu, Xiangxu Meng
We present a method to animate the propagation of biological pollutants (e.g., algae, water hyacinth etc.) on large-scale water surface. In this paper, we focus on the clusters and large patches of aquatic plants rather than each single aquatic plant. The interface between water surface and the patches is represented by 2D dynamic curve. We present a 2D level set based model to animate the dynamic evolution and propagation of the interface. To handle boundaries in large-scale virtual environment, we propose a 2D voxelization method which provides the boundary condition for the level set based propagation model. Finally, we simulate the algae propagation phenomenon in Taihu Lake. The application results show that our method is intuitively implemented and convenient to produce visually interesting results.
{"title":"Animation of the Biological Pollutants Propagation on Large-Scale Water Surface","authors":"Guijuan Zhang, Dianjie Lu, Dengming Zhu, Hong Liu, Xiangxu Meng","doi":"10.1109/ICVRV.2013.44","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.44","url":null,"abstract":"We present a method to animate the propagation of biological pollutants (e.g., algae, water hyacinth etc.) on large-scale water surface. In this paper, we focus on the clusters and large patches of aquatic plants rather than each single aquatic plant. The interface between water surface and the patches is represented by 2D dynamic curve. We present a 2D level set based model to animate the dynamic evolution and propagation of the interface. To handle boundaries in large-scale virtual environment, we propose a 2D voxelization method which provides the boundary condition for the level set based propagation model. Finally, we simulate the algae propagation phenomenon in Taihu Lake. The application results show that our method is intuitively implemented and convenient to produce visually interesting results.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126503906","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Wang Xuelong, Chi Ruijuan, Zhu Zhongxiang, Mao En-rong
For now, the research and implementation of dynamic terrain are all based on OpenGL. In order to realize virtual field experiments of agro-machinery in the Vega Prime virtual reality platform, a real-time visualization method of wheel ruts based on class vrGeometry in Vega Prime was proposed. Firstly, the small three-dimensional terrain is established in Multi gen Creator, the 3d terrain models of variable points are redrawn and generated and the terrain models are generated and loaded quickly by using multi threading technology. Then the collision points between wheels and the ground are obtained by collision detection, and Multi-Thread technology is used to search the vertices on the terrain near collision points synchronously and quickly, then the real-time dynamic wheel ruts are produced by modifying coordinates of the vertices and updating the terrain data real-time.
目前,动态地形的研究和实现都是基于OpenGL的。为了在Vega Prime虚拟现实平台上实现农业机械的虚拟田间实验,提出了一种基于Vega Prime中vrGeometry类的车轮车辙实时可视化方法。首先,在Multi - gen Creator中建立小的三维地形,对变量点的三维地形模型进行重绘和生成,并利用多线程技术快速生成和加载地形模型;然后通过碰撞检测获取车轮与地面的碰撞点,利用多线程技术同步快速搜索碰撞点附近地形上的顶点,通过修改顶点坐标和实时更新地形数据生成实时动态车轮车辙;
{"title":"Real-Time Dynamic Visualization of Wheel Ruts Based on Vega Prime","authors":"Wang Xuelong, Chi Ruijuan, Zhu Zhongxiang, Mao En-rong","doi":"10.1109/ICVRV.2013.69","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.69","url":null,"abstract":"For now, the research and implementation of dynamic terrain are all based on OpenGL. In order to realize virtual field experiments of agro-machinery in the Vega Prime virtual reality platform, a real-time visualization method of wheel ruts based on class vrGeometry in Vega Prime was proposed. Firstly, the small three-dimensional terrain is established in Multi gen Creator, the 3d terrain models of variable points are redrawn and generated and the terrain models are generated and loaded quickly by using multi threading technology. Then the collision points between wheels and the ground are obtained by collision detection, and Multi-Thread technology is used to search the vertices on the terrain near collision points synchronously and quickly, then the real-time dynamic wheel ruts are produced by modifying coordinates of the vertices and updating the terrain data real-time.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125586718","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jigsaw puzzle is an intellectual game and serves as a platform for many scientific applications. Several computational methods have been proposed to deal with the jigsaw puzzle problem in recent years. However, there are still some drawbacks. First, these methods fail to consider the content consistency of the reconstructed images. Specially, the traditional measures only reflect similarity between adjoining pieces but neighboring pieces. Second, these methods cannot guarantee the overall reconstruction correctness, because the strategy of assembly merely tries to correct the measure of adjoining pieces at each step. To overcome these drawbacks, this paper proposes a new method which contributes the follows: 1) A new measure considers the transmission relationships of four neighboring pieces to make better use of content consistency. 2) A self-correcting mechanism avoids error accumulation of adjoining matrix and improves the overall accuracy of assembly, which is achieved through ordering the pairwise relations. Experimental results on 20 images demonstrate that the proposed method significantly improves the performance and outperforms the state-of-the-art methods.
{"title":"Image Jigsaw Puzzles with a Self-Correcting Solver","authors":"Xiangtao Zheng, Xiaoqiang Lu, Yuan Yuan","doi":"10.1109/ICVRV.2013.26","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.26","url":null,"abstract":"Jigsaw puzzle is an intellectual game and serves as a platform for many scientific applications. Several computational methods have been proposed to deal with the jigsaw puzzle problem in recent years. However, there are still some drawbacks. First, these methods fail to consider the content consistency of the reconstructed images. Specially, the traditional measures only reflect similarity between adjoining pieces but neighboring pieces. Second, these methods cannot guarantee the overall reconstruction correctness, because the strategy of assembly merely tries to correct the measure of adjoining pieces at each step. To overcome these drawbacks, this paper proposes a new method which contributes the follows: 1) A new measure considers the transmission relationships of four neighboring pieces to make better use of content consistency. 2) A self-correcting mechanism avoids error accumulation of adjoining matrix and improves the overall accuracy of assembly, which is achieved through ordering the pairwise relations. Experimental results on 20 images demonstrate that the proposed method significantly improves the performance and outperforms the state-of-the-art methods.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"47 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121687290","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Height field and grid data are frequently updated during simulation of large scale ocean water, which reduces the frame rates of whole virtual scene. A CUDA-based framework for unbounded real-time ocean rendering is proposed in this paper. Firstly, height field data is calculated on GPU using FFT method. Then the whole view frustum dependent dynamic grid is created by an adaptive algorithm with continuous LOD, and positions of vertices are updated in CUDA kernels. Finally, normal map is generated using height field data on GPU and blended with perlin noise to shade ocean surface. Data transferred between GPU memory and primary memory is constrained during rendering loop. Experiments show the proposed framework achieves several times of speedup in grid updating efficiency than CPU implementation, and gets real-time and realistic ocean rendering results as well.
{"title":"CUDA-Based Real-Time Unbounded Ocean Rendering","authors":"H. Pan, Yalin Zhang","doi":"10.1109/ICVRV.2013.21","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.21","url":null,"abstract":"Height field and grid data are frequently updated during simulation of large scale ocean water, which reduces the frame rates of whole virtual scene. A CUDA-based framework for unbounded real-time ocean rendering is proposed in this paper. Firstly, height field data is calculated on GPU using FFT method. Then the whole view frustum dependent dynamic grid is created by an adaptive algorithm with continuous LOD, and positions of vertices are updated in CUDA kernels. Finally, normal map is generated using height field data on GPU and blended with perlin noise to shade ocean surface. Data transferred between GPU memory and primary memory is constrained during rendering loop. Experiments show the proposed framework achieves several times of speedup in grid updating efficiency than CPU implementation, and gets real-time and realistic ocean rendering results as well.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127177138","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aiming at the precise 3D skull registration, ball volume integral invariants for multi-scale constraints is introduced to realize point correspondence between registration point sets of reference skull and that of target skull, a method of 3D skull registration based on ICP and TPS is proposed. Firstly, get reference skull and target skull unified to frankfurt coordinate system. Secondly, establish registration point sets for the two skull, the sets inlcude feature points calibrated by semi-automatic method and sampling points selected through octree. Thirdly, use the multi-scale constraints based on volume integral invariants to complete the point correspondence. Finally, carry out ICP to realize coarse registration and use TPS to achieve accurate global non-rigid registration. The experiments show our algorithm improves the precision of skull registration effectively.
{"title":"3D Skull Registration Based on Registration Points Automatic Correspondence","authors":"H. Du, Guohua Geng, Kang Li, Yiyue He","doi":"10.1109/ICVRV.2013.56","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.56","url":null,"abstract":"Aiming at the precise 3D skull registration, ball volume integral invariants for multi-scale constraints is introduced to realize point correspondence between registration point sets of reference skull and that of target skull, a method of 3D skull registration based on ICP and TPS is proposed. Firstly, get reference skull and target skull unified to frankfurt coordinate system. Secondly, establish registration point sets for the two skull, the sets inlcude feature points calibrated by semi-automatic method and sampling points selected through octree. Thirdly, use the multi-scale constraints based on volume integral invariants to complete the point correspondence. Finally, carry out ICP to realize coarse registration and use TPS to achieve accurate global non-rigid registration. The experiments show our algorithm improves the precision of skull registration effectively.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"154 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127339212","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cai Huayu, Gou Tingshan, Wu Zhongke, Zhou Mingquan
The Chinese ink-painting is a unique branch of non-photo realistic rendering(NPR)[1] and focused by researchers for its eastern Chinese style. However, most people only pay attention to static ink rendering, and the dynamic ink rendering process has been little concerned. As the development of fluid simulation, the interaction of different kinds of fluid or fluid and solid can be simulated better, faster and more clearly. But few people made use of fluid simulation into ink rendering. In this paper, we analyze Navier-Stokes equations, ray casting and CUDA, combine them to simulate Chinese ink rendering. We mainly use fluid simulation to simulate the physical properties and the co actions of ink and other material, also to improve the visual effects and speed, the GPU technology and ray casting are applied. Finally we completed a 2D ink simulator, a 3D ink simulator and try to use them to express the style of ink, and get some effect.
{"title":"Dynamic Chinese Ink Rendering Based on Fluid Simulation","authors":"Cai Huayu, Gou Tingshan, Wu Zhongke, Zhou Mingquan","doi":"10.1109/ICVRV.2013.42","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.42","url":null,"abstract":"The Chinese ink-painting is a unique branch of non-photo realistic rendering(NPR)[1] and focused by researchers for its eastern Chinese style. However, most people only pay attention to static ink rendering, and the dynamic ink rendering process has been little concerned. As the development of fluid simulation, the interaction of different kinds of fluid or fluid and solid can be simulated better, faster and more clearly. But few people made use of fluid simulation into ink rendering. In this paper, we analyze Navier-Stokes equations, ray casting and CUDA, combine them to simulate Chinese ink rendering. We mainly use fluid simulation to simulate the physical properties and the co actions of ink and other material, also to improve the visual effects and speed, the GPU technology and ray casting are applied. Finally we completed a 2D ink simulator, a 3D ink simulator and try to use them to express the style of ink, and get some effect.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132211666","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In order to improve the real-time, precision and interactivity of collision detection, based on detailed study of intelligent optimization algorithm technology, we propose a parallel ant colony optimization algorithm, which is introduced into improved random collision detection algorithm, in preliminary testing phase we use balancing bounding box tree first to rule out disjoint objects quickly, use parallel thought[1] to accelerate the speed of collision detection, regard the basic unit and leaves of object as "ants", and then traverse the search. Compare to traditional serial and parallel collision detection algorithm and partial parallel collision detection algorithm, especially for large-scale optimization problems, in the premise does not affect the accuracy and interactivity, the algorithm accelerate the collision detection efficiency further and reduce the time complexity.
{"title":"Fast Collision Detection Algorithm Based on Parallel Ant","authors":"Huiyan Qu, Zhao Wei","doi":"10.1109/ICVRV.2013.50","DOIUrl":"https://doi.org/10.1109/ICVRV.2013.50","url":null,"abstract":"In order to improve the real-time, precision and interactivity of collision detection, based on detailed study of intelligent optimization algorithm technology, we propose a parallel ant colony optimization algorithm, which is introduced into improved random collision detection algorithm, in preliminary testing phase we use balancing bounding box tree first to rule out disjoint objects quickly, use parallel thought[1] to accelerate the speed of collision detection, regard the basic unit and leaves of object as \"ants\", and then traverse the search. Compare to traditional serial and parallel collision detection algorithm and partial parallel collision detection algorithm, especially for large-scale optimization problems, in the premise does not affect the accuracy and interactivity, the algorithm accelerate the collision detection efficiency further and reduce the time complexity.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"153 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123242823","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}