Abdullah Bade

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This paper presents a method for fast-approximate collision detection between 3D models <i>S</i> undergoing rigid body motion. To enclose a 3D model in as tight as possible, we propose an approach known as oriented convex polyhedra <i>R</i>(<i>S</i>). By surrounding the 3D models tightly, the veracity of detected collision can be improved. It is known that(More)
Interactivity and immersiveness are important keys on exploration virtual reality game. Numerous researchers concentrate to augment visual acuity in order to get sensible visualization and animation. In addition, acoustic has also became other aspects to enhance immersiveness of virtual reality game. Recently, there is an issue involving haptic as part of(More)
Problem statement: Many approaches have been proposed in previous such as the classic sequential connected components labeling algorithm which is relies on two subsequent raster-scans of a binary image. This method produced good performance in terms of accuracy, but because of the implementation of the image processing systems now requires faster process of(More)
The most challenging task in developing surface modelling is to make the look of 3D object surface realistic such as a real object. To achieve this objective, three main issues that must be considered are the number of polygon, quality of the surface and time. A smooth surface is a key factor to make realistic look of 3D object in the virtual environment.(More)
Performing fast and accurate collision detection between geometric models is still most open problems in modeling, robotics, manufacturing and computer-simulated environments. Most of previous method seems to have their own specification and restricted to a specific geometric models. For example, convex polytopes tend to solve accuracy problems but left(More)
This paper brings to iterative selection criteria to improve simple adaptive subdivision surfaces method in handling cracks for triangular meshes. Adaptive subdivision is a method that subdivides only at certain areas of the control mesh. Although subdivision occurs in the selected areas, the quality of produced surfaces can be preserved similar to the(More)
For the past few years, several developments have been accomplished in crowd simulation. These kinds of simulations already used in films, games, walkthrough simulation and urban simulation. All these applications need an efficient and believability crowd simulation. This research will concern on one of the important parts in simulating the crowd namely(More)