Video n. 157

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

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

In Eurographics Italian Chapter Conference. Pages 9-16. Eurographics Association, November 2010

  • Date: October 2010
  • Production: CRS4 - D
  • Encoding: h264
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    Abstract

    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.

    Related Publications

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    [1] 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.