OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Handbook of discrete and computational geometry
Fast and simple 2D geometric proximity queries using graphics hardware
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
LARGE a collision detection framework for deformable objects
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Efficient collision detection of complex deformable models using AABB trees
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Efficient And Accurate Interference Detection For Polynomial Deformation
CA '96 Proceedings of the Computer Animation
Real-time Collision Detection for Virtual Surgery
CA '99 Proceedings of the Computer Animation
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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ACM SIGGRAPH 2003 Papers
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ACM SIGGRAPH 2003 Papers
Tracings and their convolution: theory and applications
Tracings and their convolution: theory and applications
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Interactive Collision Detection for Deformable Models Using Streaming AABBs
IEEE Transactions on Visualization and Computer Graphics
Image-space collision detection through alternate surface peeling
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
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This paper presents an efficient self-collision detection algorithm for deformable body simulation using programmable graphics processing units(GPUs). The proposed approach stores a triangular mesh representation of a deformable model as 1D textures and rapidly detects self-collisions between all pairs of triangular primitives using the programmable SIMD capability of GPUs [1]. Since pre-computed spatial structure such as bounding volume hierarchy is not used in our algorithm, our algorithm does not require expensive runtime updates to such complex structure as the underlying model deforms. Moreover, in order to overcome a potential bottleneck between CPU and GPU, we propose a hierarchical encoding/decoding scheme using multiple off-screen buffers and multi-pass rendering techniques, which reads only a region of interests in the resulting off-screen buffer.