Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Normal bounds for subdivision-surface interference detection
Proceedings of the conference on Visualization '01
Fast collision detection for deformable models using representative-triangles
Proceedings of the 2008 symposium on Interactive 3D graphics and games
IEEE Transactions on Visualization and Computer Graphics
Bounded normal trees for reduced deformations of triangulated surfaces
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Fast continuous collision detection using deforming non-penetration filters
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Star-contours for efficient hierarchical self-collision detection
ACM SIGGRAPH 2010 papers
Subspace self-collision culling
ACM SIGGRAPH 2010 papers
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We propose a novel efficient deforming filter culling method for continuous collision detection (CCD) problem performed by dimension reduction in subspace. We present a fast linear filter (1D reduced filter) considering relative motion between primitives. We also provide a conservative and fast planar filter test (2D reduced filter) for self-collision feature pairs considering relative motion between vertex and edge. Filter test in subspace removes large amount of false positives and elementary tests with low cost, and improve the overall performance of collision query. We demonstrate our approach and compare it with previous alternatives in kinds of dynamic scenes. Combined with our linear and planar reduced filter, we observe a magnitude of speed improvement on elementary tests (over 2x) compared against previous ones. Our method keeps stable performance for simulations with large step time.