Speaker: Marco Dörflinger (ICGA)

The goal of "Convex Decomposition for VR Environment Exploration" is to create a VR system that allows users to sort objects into occlusion layers. The very first layer consists of objects that are not occluded and every successive layer contains objects that are occluded by objects in the previous layers. More complex objects may occlude parts of themselves therefore we split them and assign their parts to occlusion layers as well. The optimal way for us to do this is to use Convex Decomposition because it ensures that object division is consistent and view independent. The biggest challenge is to allow real time interactivity.  State of the Art approaches such as "Approximate Convex Decomposition" or "Weak Convexity Decomposition by Lines-of-sight" are designed to put quality over speed. Benchmarks show that they are not feasible for real time applications. We are investigating an approach where we split objects hierarchically until we reach a satisfying level of convexity. We will calculate cutting planes based on the object geometry and will allow both polygon meshes and point clouds as input.

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Duration

15 + 5
Supervisor: MR