Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Spatialized normal come hierarchies
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Hardware-assisted self-collision for deformable surfaces
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Normal bounds for subdivision-surface interference detection
Proceedings of the conference on Visualization '01
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Global and local deformations of solid primitives
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Bounding Volumes for Linearly Interpolated Shapes
CGI '04 Proceedings of the Computer Graphics International
BD-tree: output-sensitive collision detection for reduced deformable models
ACM SIGGRAPH 2004 Papers
Deformation transfer for triangle meshes
ACM SIGGRAPH 2004 Papers
Point based animation of elastic, plastic and melting objects
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive collision detection between deformable models using chromatic decomposition
ACM SIGGRAPH 2005 Papers
Efficient collision detection for spherical blend skinning
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Fast arbitrary splitting of deforming objects
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptive deformations with fast tight bounds
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Harmonic coordinates for character articulation
ACM SIGGRAPH 2007 papers
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Interruptible collision detection for deformable objects
Computers and Graphics
Star-contours for efficient hierarchical self-collision detection
ACM SIGGRAPH 2010 papers
Subspace self-collision culling
ACM SIGGRAPH 2010 papers
Reduced deforming filter culling for fast continuous collision detection
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Fast continuous collision detection using parallel filter in subspace
I3D '11 Symposium on Interactive 3D Graphics and Games
Energy-based self-collision culling for arbitrary mesh deformations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Radial view based culling for continuous self-collision detection of skeletal models
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Efficient collision detection for composite finite element simulation of cuts in deformable bodies
The Visual Computer: International Journal of Computer Graphics
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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Several reduced deformation models in computer animation, such as linear blend skinning, point-based animation, embedding in finite element meshes, cage-based deformation, or subdivision surfaces, define surface vertex positions through convex combination of a rather small set of linear transformations. In this paper, we present an algorithm for computing tight normal bounds for a surface patch with an arbitrary number of triangles, with a cost linear in the number of governor linear transformations. This algorithm for normal bound computation constitutes the key element of the Bounded Normal Tree (BN-Tree), a novel culling data structure for hierarchical self-collision detection. In situations with sparse self-contact, normal-based culling can be performed with a small output-sensitive cost, regardless of the number of triangles in the surface.