Predicting the drape of woven cloth using interacting particles
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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
Implementing Fast Cloth Simulation with Collision Response
CGI '00 Proceedings of the International Conference on Computer Graphics
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
ACM SIGGRAPH 2003 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
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
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Fast collision detection for deformable models using representative-triangles
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Robust treatment of simultaneous collisions
ACM SIGGRAPH 2008 papers
IEEE Transactions on Visualization and Computer Graphics
A simple approach to nonlinear tensile stiffness for accurate cloth simulation
ACM Transactions on Graphics (TOG)
Multi-core collision detection between deformable models
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
Fast continuous collision detection using deforming non-penetration filters
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
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Continuous collision detection improves the computation of the contact information for interacting objects in dynamic virtual environments. The computation cost is relatively high in the phase of the elementary test processing. In virtual environments, such as crowds in large urban models, there is a large portion of feature pairs that do not collide but the computation is relatively of high cost. In this paper, we propose a robust approach for solving the scalability of the collision detection problem by applying four distinct phases. First, k-DOPs are used for culling non-proximal triangles. Second, the feature assignment scheme is used for minimizing the number of potentially colliding feature pairs. Third, an intrinsic filter is employed for filtering non-coplanar feature pairs. Forth, we use a direct method for computing the contact time that is more efficient than the numerical Interval Newton method. We have implemented our system and have compared its performance with the most recently developed approaches. Six benchmarks were evaluated and the complexity of the models was up to 1.5M triangles. The experimental results show that our method improves the performance for the elementary tests.