OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Fast swept volume approximation of complex polyhedral models
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
Accurate Collision Response on Polygonal Meshes
CA '00 Proceedings of the Computer Animation
ACM SIGGRAPH 2003 Papers
Adaptive medial-axis approximation for sphere-tree construction
ACM Transactions on Graphics (TOG)
BD-tree: output-sensitive collision detection for reduced deformable models
ACM SIGGRAPH 2004 Papers
Dynamic Interaction between Deformable Surfaces and Nonsmooth Objects
IEEE Transactions on Visualization and Computer Graphics
Interactive collision detection between deformable models using chromatic decomposition
ACM SIGGRAPH 2005 Papers
Fast and reliable collision culling using graphics hardware
Proceedings of the ACM symposium on Virtual reality software and technology
Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) (The Morgan Kaufmann Series in Interactive 3D Technology)
A randomized marking scheme for continuous collision detection in simulation of deformable surfaces
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Kinetic bounding volume hierarchies for deformable objects
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Fast proximity computation among deformable models using discrete Voronoi diagrams
ACM SIGGRAPH 2006 Papers
Conditions for use of a non-selfintersection conjecture
Computer Aided Geometric Design
Fast continuous collision detection for articulated models
SM '04 Proceedings of the ninth ACM symposium on Solid modeling and applications
Continuous collision detection for articulated models using Taylor models and temporal culling
ACM SIGGRAPH 2007 papers
Ray tracing dynamic scenes using selective restructuring
ACM SIGGRAPH 2007 sketches
Fast collision detection for deformable models using representative-triangles
Proceedings of the 2008 symposium on Interactive 3D graphics and games
A dynamic bounding volume hierarchy for generalized collision detection
Computers and Graphics
Bounded normal trees for reduced deformations of triangulated surfaces
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Multi-core collision detection between deformable models
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
Star-contours for efficient hierarchical self-collision detection
ACM SIGGRAPH 2010 papers
FASTCD: fracturing-aware stable collision detection
ACM SIGGRAPH 2010 Posters
FASTCD: fracturing-aware stable collision detection
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Coons BVH for freeform geometric models
Proceedings of the 2011 SIGGRAPH Asia Conference
Development of real-time virtual environment with hierarchical construction
Proceedings of the 6th International Conference on Ubiquitous Information Management and Communication
Fast continuous collision culling with deforming noncollinear filters
Computer Animation and Virtual Worlds
Free-form implicit haptic rendering
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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We present an interactive algorithm for continuous collision detection between deformable models. We introduce two techniques to improve the culling efficiency and reduce the number of potentially colliding triangle candidate pairs. First, we present a novel formulation for continuous normal cones and use these normal cones to efficiently cull large regions of the mesh from self-collision tests. Second, we exploit the mesh connectivity and introduce the concept of "orphan sets" to eliminate almost all redundant elementary tests between adjacent triangles. In particular, we can reduce the number of elementary tests by many orders of magnitude. These culling techniques have been combined with bounding volume hierarchies and can result in one order of magnitude performance improvement as compared to prior algorithms for deformable models. We highlight the performance of our algorithm on several benchmarks, including cloth simulations, N-body simulations and breaking objects.