Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Sphere-tree construction using dynamic medial axis approximation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Collision Detection for Clothed Human Animation
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
ACM SIGGRAPH 2003 Papers
BD-tree: output-sensitive collision detection for reduced deformable models
ACM SIGGRAPH 2004 Papers
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A fast collision detection and resolution scheme is one of the key components for interactive simulation of deformable objects. It is particularly challenging to reduce the computational cost in collision detection and to achieve the robust treatment at the same time. Since the shape and topology of a deformable object changes continuously unlike the rigid body, an efficient and effective collision detection and resolution is a major challenge. We present a fast and robust collision detection and resolution scheme for deformable objects using a new enhanced spherical implicit surface hierarchy. The penetration depth and separating distance criteria can be adjusted depending on the application specific error tolerance. Our comparative experiments show that the proposed method performs substantially faster than existing algorithms for deformable object simulation with massive element-level collisions at each iteration step. Our adaptive hierarchical approach enables us to achieve a real-time simulation rate, well suited for interactive applications.