Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Curved surfaces and coherence for non-penetrating rigid body simulation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Spatial tessellations: concepts and applications of Voronoi diagrams
Spatial tessellations: concepts and applications of Voronoi diagrams
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Proceedings of the eleventh annual symposium on Computational geometry
The quickhull algorithm for convex hulls
ACM Transactions on Mathematical Software (TOMS)
Direct haptic rendering of sculptured models
Proceedings of the 1997 symposium on Interactive 3D graphics
A fast triangle-triangle intersection test
Journal of Graphics Tools
Computational Geometry: Theory and Applications - special issue on virtual reality
CAD/Cam Theory and Practice
Sphere-tree construction using dynamic medial axis approximation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Introduction to Implicit Surfaces
Introduction to Implicit Surfaces
Efficient And Accurate Interference Detection For Polynomial Deformation
CA '96 Proceedings of the Computer Animation
Haptics in Minimally Invasive Surgical Simulation and Training
IEEE Computer Graphics and Applications
Create free-form digital shapes with hands
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Efficient Point-Based Rendering Techniques for Haptic Display of Virtual Objects
Presence: Teleoperators and Virtual Environments
Haptic sculpting of multi-resolution B-spline surfaces with shaped tools
Computer-Aided Design
Interactive haptic rendering of high-resolution deformable objects
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Merging multiple B-spline surface patches in a virtual reality environment
Computer-Aided Design
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A structured computational framework to efficiently detect collision between deformable freeform shapes in a VR environment is proposed in this paper. The deformable shape is represented as a B-spline surface and no assumption is made with regard to the degree of the surface, extent of deformation or virtual material properties. The proposed technique calculates and stores transformation matrices and their inverse during preprocessing, which are then used to discretize the B-spline surfaces. It exploits the fact that the transformation matrices for calculating discrete points on the B-spline are independent of the position of control points and therefore can be pre-calculated. The intensity of the points is dynamically increased at lower levels of detail as per accuracy requirements, and finally the regions which are likely to undergo collision are tessellated using these points. Spheres are used to determine lower levels of detail which makes this algorithm highly suitable for multiple contact collision detection. The algorithm efficiently calculates tangents and surface normals at these points. The surface normals give inside/outside property to the triangulated region and tangents provide the necessary information to model tangential forces such as frictional forces. The proposed algorithm is especially suitable for sculpting during concept design and its validation before exchanging information with existing CAD softwares for detailed design. A comparison based on the worst case scenario is presented to prove the efficiency of the present algorithm.