Collision Detection for Moving Polyhedra
IEEE Transactions on Pattern Analysis and Machine Intelligence
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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IEEE Transactions on Visualization and Computer Graphics
Collision prediction for polyhedra under screw motions
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
Efficient collision detection for animation and robotics
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Interactive continuous collision detection for non-convex polyhedra
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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
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Fast collision detection for deformable models using representative-triangles
Proceedings of the 2008 symposium on Interactive 3D graphics and games
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IEEE Transactions on Robotics
Fast continuous collision detection using deforming non-penetration filters
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Recent advances in real-time collision and proximity computations for games and simulations
ACM SIGGRAPH ASIA 2010 Courses
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I3D '11 Symposium on Interactive 3D Graphics and Games
PolyDepth: Real-time penetration depth computation using iterative contact-space projection
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG)
A multi-threaded algorithm for computing the largest non-colliding moving geometry
Computer-Aided Design
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We present a simple and fast algorithm to perform continuous collision detection between polygonal models undergoing rigid motion for interactive applications. Our approach can handle all triangulated models and makes no assumption about the underlying geometry and topology. The algorithm uses the notion of conservative advancement (CA), originally developed for convex polytopes [1], [2]. We extend this formulation to general models using swept sphere volume hierarchy and present a compact formulation to compute the motion bounds along with a novel controlling scheme. We have implemented the algorithm and highlight its performance on various benchmarks. In practice, our algorithm can perform continuous collision queries in few milli-seconds on models composed of tens of thousands of triangles.