OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd 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
Rapid Collision Detection by Dynamically Aligned DOP-Trees
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Meshless deformations based on shape matching
ACM SIGGRAPH 2005 Papers
Quick-CULLIDE: Fast Inter- and Intra-Object Collision Culling Using Graphics Hardware
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Interactive 3D distance field computation using linear factorization
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Fast proximity computation among deformable models using discrete Voronoi diagrams
ACM SIGGRAPH 2006 Papers
Fast continuous collision detection among deformable models using graphics processors
Computers and Graphics
Interactive Collision Detection for Deformable Models Using Streaming AABBs
IEEE Transactions on Visualization and Computer Graphics
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fast collision detection for deformable models using representative-triangles
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Fast collision detection using the A-buffer
The Visual Computer: International Journal of Computer Graphics
Fast Musculoskeletal Registration Based on Shape Matching
MICCAI '08 Proceedings of the 11th International Conference on Medical Image Computing and Computer-Assisted Intervention, Part II
Image-based collision detection and response between arbitrary volume objects
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time collision culling of a million bodies on graphics processing units
ACM SIGGRAPH Asia 2010 papers
Collision-streams: fast GPU-based collision detection for deformable models
I3D '11 Symposium on Interactive 3D Graphics and Games
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We present an efficient algorithm for object-space proximity queries between multiple deformable triangular meshes. Our approach uses the rasterization capabilities of the GPU to produce an image-space representation of the vertices. Using this image-space representation, inter-object vertex-triangle distances and closest points lying under a user-defined threshold are computed in parallel by conservative rasterization of bounding primitives and sorted using atomic operations. We additionally introduce a similar technique to detect penetrating vertices. We show how mechanisms of modern GPUs such as mipmapping, Early-Z and Early-Stencil culling can optimize the performance of our method. Our algorithm is able to compute dense proximity information for complex scenes made of more than a hundred thousand triangles in real time, outperforming a CPU implementation based on bounding volume hierarchies by more than an order of magnitude. © 2012 Wiley Periodicals, Inc.