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An Application of Multiresolution Massive Surface Representations to the Simulation of Asteroid Missions

Giovanni Pintore, Enrico Gobbetti, Fabio Marton, Russell Turner, and Roberto Combet

November 2010

Abstract

We report on a real-time application supporting fast, realistic real-time rendering of asteroid datasets, as well as collision detection and response between the asteroid and prototype robotic surface exploration vehicles. The system organizes the asteroid surface into a two-level multiresolution structure, which embeds a fine-grained per-patch spatial index within a coarse-grained patch-based structure. The coarse-grained structure, maintained out-of-core, is used for fast batched I/O and GPU accelerated rendering, while the per-patch fine-grained structure is used to accelerate raycasting and collision queries. The resulting system has been tested with a simple robot lander and surface exploration simulator. The system models gravity using mass particles uniformly distributed within the asteroid bodies. Real-time performance is achieved on a commodity platform with giga triangle representations of asteroids 25143 Itokawa and 433 Eros.

Reference and download information

Giovanni Pintore, Enrico Gobbetti, Fabio Marton, Russell Turner, and Roberto Combet. An Application of Multiresolution Massive Surface Representations to the Simulation of Asteroid Missions. In Eurographics Italian Chapter Conference. Pages 9-16. Eurographics Association, November 2010.

Related multimedia productions

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Giovanni Pintore, Enrico Gobbetti, Fabio Marton, Russell Turner and Roberto Combet
An Application of Multiresolution Massive Surface Representations to the Simulation of Asteroid Missions
CRS4 Video n. 157 - Date: October 2010
In Eurographics Italian Chapter Conference. Pages 9-16. Eurographics Association, November 2010

Bibtex citation record

@InProceedings{Pintore:2010:AMM,
    author = {Giovanni Pintore and Enrico Gobbetti and Fabio Marton and Russell Turner and Roberto Combet},
    title = {An Application of Multiresolution Massive Surface Representations to the Simulation of Asteroid Missions},
    booktitle = {Eurographics Italian Chapter Conference},
    pages = {9--16},
    publisher = {Eurographics Association},
    address = {Conference held in Genoa, Italy},
    month = {November},
    year = {2010},
    abstract = { We report on a real-time application supporting fast, realistic real-time rendering of asteroid datasets, as well as collision detection and response between the asteroid and prototype robotic surface exploration vehicles. The system organizes the asteroid surface into a two-level multiresolution structure, which embeds a fine-grained per-patch spatial index within a coarse-grained patch-based structure. The coarse-grained structure, maintained out-of-core, is used for fast batched I/O and GPU accelerated rendering, while the per-patch fine-grained structure is used to accelerate raycasting and collision queries. The resulting system has been tested with a simple robot lander and surface exploration simulator. The system models gravity using mass particles uniformly distributed within the asteroid bodies. Real-time performance is achieved on a commodity platform with giga triangle representations of asteroids 25143 Itokawa and 433 Eros.},
    url = {http://vic.crs4.it/vic/cgi-bin/bib-page.cgi?id='Pintore:2010:AMM'},
}