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dc.contributor.authorPintore, Giovannien_US
dc.contributor.authorCombet, Robertoen_US
dc.contributor.authorGobbetti, Enricoen_US
dc.contributor.authorMarton, Fabioen_US
dc.contributor.authorTurner, Russellen_US
dc.contributor.editorEnrico Puppo and Andrea Brogni and Leila De Florianien_US
dc.date.accessioned2014-01-27T16:34:07Z
dc.date.available2014-01-27T16:34:07Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905673-80-7en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2010/009-016en_US
dc.description.abstractWe 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 perpatch 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.6]: Methodology and Techniques-Computer Graphics [I.3.7]: Three-dimensional graphics and realism-Computer Graphics [I.3.8]: Applicationsen_US
dc.titleAn Application of Multiresolution Massive Surface Representations to the Simulation of Asteroid Missionsen_US
dc.description.seriesinformationEurographics Italian Chapter Conference 2010en_US


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