Real-time visualization of 3D proximity area of moving vehicle during some period
- Proximity area
- Can be generated by offsetting mesh surface
- Off-line generation is okay, but on-line is preferred if possible
- Intersection problem is not a big issue since final 3D proximity area will be obtained by 3D convex hull algorithm
- Only vertices will be delivered to the convex hull process.
- 3D Convex Hull
- Generated by calculating convex hull from trajectory of offset vertices
- Must be generated in real-time.
- Since orientation of vehicle will be limited (e.g. upside-down), we may limit the number of vertex applied.
- Test, so far
- Implement extremely simplified version of offsetting method for proximity area
- MIConvexHull library for 3D convex hull
- Next?
- 3D convex hull implementation in Unity3D development environment.
- Can be generated by offsetting mesh surface
- Off-line generation is okay, but on-line is preferred if possible
- Intersection problem is not a big issue since final 3D proximity area will be obtained by 3D convex hull algorithm
- Only vertices will be delivered to the convex hull process.
- Generated by calculating convex hull from trajectory of offset vertices
- Must be generated in real-time.
- Since orientation of vehicle will be limited (e.g. upside-down), we may limit the number of vertex applied.
- Implement extremely simplified version of offsetting method for proximity area
- MIConvexHull library for 3D convex hull
- 3D convex hull implementation in Unity3D development environment.
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