Graphical modeling and animation of brittle fracture
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Minimal hierarchical collision detection
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Sensation preserving simplification for haptic rendering
ACM SIGGRAPH 2003 Papers
Fast collision detection between massive models using dynamic simplification
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Interactive collision detection between deformable models using chromatic decomposition
ACM SIGGRAPH 2005 Papers
Kinetic bounding volume hierarchies for deformable objects
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Fast proximity computation among deformable models using discrete Voronoi diagrams
ACM SIGGRAPH 2006 Papers
Fast arbitrary splitting of deforming objects
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
IEEE Transactions on Visualization and Computer Graphics
Fast collision detection for deformable models using representative-triangles
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Deforming meshes that split and merge
ACM SIGGRAPH 2009 papers
Real-time deformation and fracture in a game environment
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Multi-core collision detection between deformable models
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
A dynamic bounding volume hierarchy for generalized collision detection
Computers and Graphics
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
Ray tracing dynamic scenes using selective restructuring
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Recent advances in real-time collision and proximity computations for games and simulations
ACM SIGGRAPH ASIA 2010 Courses
VolCCD: Fast continuous collision culling between deforming volume meshes
ACM Transactions on Graphics (TOG)
Efficient collision detection for brittle fracture
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Efficient collision detection for brittle fracture
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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
Hi-index | 0.00 |
We present a collision detection (CD) method for complex and large-scale fracturing models that have geometric and topological changes. We first propose a novel dual-cone culling method to improve the performance of CD, especially self-collision detection among fracturing models. Our dual-cone culling method has a small computational overhead and a conservative algorithm. Combined with bounding volume hierarchies (BVHs), our dual-cone culling method becomes approximate. However, we found that our method does not miss any collisions in the tested benchmarks. We also propose a novel, selective restructuring method that improves the overall performance of CD and reduces performance degradations at fracturing events. Our restructuring method is based on a culling efficiency metric that measures the expected number of overlap tests of a BVH. To further reduce the performance degradations at fracturing events, we also propose a novel, fast BVH construction method that builds multiple levels of the hierarchy in one iteration using a grid and hashing. We test our method with four different large-scale deforming benchmarks. Compared to the state-of-the-art methods, our method shows a more stable performance for CD by improving the performance by a factor of up to two orders of magnitude at frames when deforming models change their mesh topologies.