Papers by Stephen Laycock
TPCG, 2010
In this paper, we present a method to simulate large-scale traffic networks, at real-time frame-r... more In this paper, we present a method to simulate large-scale traffic networks, at real-time frame-rates. Our novel contributions include a method to automatically generate a road graph from real-life data, and our extension to a discrete traffic model, which we use to simulate traffic, demonstrating continuous vehicle motion between discrete locations. Given Ordnance Survey data, we automatically generate a road graph, identifying roads, junctions, and their connections. We distribute cells at regular intervals throughout the graph, which are used ...
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An algorithm to detect collisions between both rigid and deformable objects is presented. The app... more An algorithm to detect collisions between both rigid and deformable objects is presented. The approach exploits benefits of a bounding volume hierarchy (BVH) and a feature-based method. The BVH decomposes the three dimensional polygonal objects into a hierarchy of spheres. The lowest level of the hierarchy is formed utilising spheres which bound 1-rings surrounding each vertex of the original mesh. Spatial coherence is exploited during construction to ensure that adjacent 1-rings are joined first. This promotes tighter bounding volumes as the objects deform. Experiments were carried out to analyse the performance of the method when varying the BVH construction to consider octrees and binary trees. To illustrate the enhancement the approach provides it has been compared against standard Sphere and Axis-aligned Bounding Volume Hierarchies.
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TPCG, 2010
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TPCG, 2009
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Journal of Molecular Graphics & Modelling, Nov 1, 2017
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Journal of Chemical Information and Modeling, Apr 10, 2019
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Visual Analytics Science and Technology, Sep 1, 2012
Historic maps provide fascinating insights into the growth and development of cities over large t... more Historic maps provide fascinating insights into the growth and development of cities over large time periods, and often the places they document have changed dramatically since their creation. However, rasterised image data is limited in that it is not easily manipulatable, for either analysis or presentation of data, and it is not easy to use the data as a basis for reconstructions. If it were possible to extract vector outlines for building footprints from the map then these limitations would be removed, and the vector outlines could easily be used as a basis for three dimensional models representing the buildings. Manually defining building outlines from maps is a laborious process and so this paper investigates the use of image processing techniques to enable a semi-automatic process to detect vector outlines of buildings from a variety of maps and to optimise the output for use as a basis for creating large scale three dimensional reconstructions.
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TPCG, 2009
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Computers & Graphics, Jun 1, 2005
ABSTRACT Incorporating the sense of touch brings a new level of realism to human–computer interac... more ABSTRACT Incorporating the sense of touch brings a new level of realism to human–computer interaction and this is particularly important for virtual reality systems attempting to simulate physical environments. Haptic Feedback devices are able to produce force and tactile feedback, which enables the sense of touch to be exploited. In this paper a novel approach to the simulation of interactions between deformable tools and rigid objects, utilizing haptic feedback, is presented. As the deformable tool makes contact with the virtual environment the forces are computed and transmitted to the user via the Phantom Desktop device produced by SensAble Technologies. A haptic update rate of 1000 Hz can be obtained with a simple scene object and a deformable tool representing a flexible rod. The deformations of the rod are modelled using the finite element method.
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Lecture Notes in Computer Science, 2017
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Computer Graphics Forum, Jun 1, 2003
Over recent years a variety of haptic feedback devices have been developed and are being used in ... more Over recent years a variety of haptic feedback devices have been developed and are being used in a number of important applications. They range from joysticks used in the entertainment industry to specialised devices used in medical applications. This paper will describe the recent developments of these devices and show how they have been applied. It also examines how haptic
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Faraday Discussions, 2014
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Eurographics, 2007
The time complexity of a collision detection algorithm can be reduced to logarithmic in the numbe... more The time complexity of a collision detection algorithm can be reduced to logarithmic in the number of tests performed when the objects are decomposed into a Bounding Volume (BV) tree hierarchy. It is well known that the Sphere Bounding Volume (SBV) and the Axis Aligned Bounding Box (AABB) hierarchies require inexpensive overlapping tests. However, we present a method called the Distance Hierarchy (DH) which is more suitable for deformable objects and is very simple to implement. It uses a hierarchical tree to decompose each object into regions. Each region requires just one parameter, its radius. In this work we compare three methods, AABB hierarchy, Sphere hierarchy, and DH, where the focus is on the intersection test, computation time, and the use of memory.
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VRIPHYS, 2006
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The Visual Computer, Jun 20, 2014
ABSTRACT This paper describes a technique to allow the real-time simulation of snowfall accumulat... more ABSTRACT This paper describes a technique to allow the real-time simulation of snowfall accumulation in a dynamic 3D environment. The implementation maps surface-bound accumulation buffers to each object in the scene, forming height-maps of accumulated snow cover. The environment is rendered from above similar to the way shadow mapping is typically produced. However, unique buffer IDs and texture co-ordinates are output within each pixel of the render. A new technique for performing the mapping between buffers is proposed where a series of quads are rendered, one per pixel of the occlusion projection, to map directly visible surfaces to their corresponding accumulation height-map. Blurring is performed on the maps and per-pixel detail is given by procedurally generated normal maps of each surface updated frame by frame. Additional detail and shaping is performed using view-dependent tessellation and the snow surface is created by re-colouring and offsetting the existing scene geometry. This is the first implementation of snow simulation which allows persistent accumulation on a dynamic, moving scene in real-time.
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Papers by Stephen Laycock