By: James Ross. Outline  Collision Conecpts  Axis Aligned Bounding Box  ECMs  Objective  Methodology  Expected Results.

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Presentation transcript:

By: James Ross

Outline  Collision Conecpts  Axis Aligned Bounding Box  ECMs  Objective  Methodology  Expected Results

Collision Concepts In Virtual Worlds  What is:  Collision Detection  Collision Mapping  Axis Aligned Bounding Box or AABB

Axis Aligned Bounding Box (AABB)  AABB – Collision Mapping Method  MBR – Minimum Bounding Rectangles  Represents the spatial extent of an object in the ECM  ECM – Expected Collision Map  Areas a user cannot go

Current Methods: ECMs  Slow  Require lots of interaction between developer and tester  Static  Once a collision map is developed it is never modified by adding objects

ECMs In Collaborative Virtual Reality Environments (CVRE)  Primitive Objects  Predefine collision maps for primitive objects  User Added Objects  Collisions maps are often incorrect  Extremely difficult for developers to keep up with modifying incorrect collision maps

Objective  Create a better collision map dynamically without either restriction to a small set of assets or manually modification of every bounding box

Methodology  Create a virtual reality environment and add objects  Have the user explore the environment with the intention of not running into objects  Store detected collisions in a data-set

Methodology  Algorithm examines the data-set to:  Detect unusual user-ECM interactions  Separate accidental collision data from problem collision areas  Iteratively improve MBRs with identified collision problems

Methodology  Dynamically generate a new trial MBR for the offending object  User Interactions and immersion into the environment

Expected Results  The development of a new approach to automated ECM improvement in CVRE will enable a new generation of open environments in which users can contribute arbitrary objects to the environment and regular manual revisions of bounding boxes in unnecessary

Expected Results  Improve the speed in which AABB collision maps are created  Less time spent by collision map developers  Less time spent by environment testers  Help take the collision map modification out of the hands of the developer and modify the environment based on the expected path of the user

Questions?