Fast continuous collision detection using deforming non-penetration filters
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Subspace self-collision culling
ACM SIGGRAPH 2010 papers
Real-time collision culling of a million bodies on graphics processing units
ACM SIGGRAPH Asia 2010 papers
Robust continuous collision detection for deformable objects
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Reduced deforming filter culling for fast continuous collision detection
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Collision-streams: fast GPU-based collision detection for deformable models
I3D '11 Symposium on Interactive 3D Graphics and Games
Fast continuous collision detection using parallel filter in subspace
I3D '11 Symposium on Interactive 3D Graphics and Games
VolCCD: Fast continuous collision culling between deforming volume meshes
ACM Transactions on Graphics (TOG)
Energy-based self-collision culling for arbitrary mesh deformations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
A fluid/cloth coupling method for high velocity collision simulation
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
The intersection contour minimization method for untangling oriented deformable surfaces
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
The intersection contour minimization method for untangling oriented deformable surfaces
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
PDQ: Parallel Distance Queries for deformable meshes
Graphical Models
Radial view based culling for continuous self-collision detection of skeletal models
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Dynamic radial view based culling for continuous self-collision detection
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We present an interactive algorithm for continuous collision detection between deformable models. We introduce multiple techniques to improve the culling efficiency and the overall performance of continuous collision detection. First, we present a novel formulation for continuous normal cones and use these normal cones to efficiently cull large regions of the mesh as part of self-collision tests. Second, we introduce the concept of “procedural representative triangles” to remove all redundant elementary tests between nonadjacent triangles. Finally, we exploit the mesh connectivity and introduce the concept of “orphan sets” to eliminate redundant elementary tests between adjacent triangle primitives. In practice, we can reduce the number of elementary tests by two 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 collision detection algorithms for deformable models. We highlight the performance of our algorithm on several benchmarks, including cloth simulations, N-body simulations, and breaking objects.