I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Collision detection for volumetric objects
VIS '97 Proceedings of the 8th conference on Visualization '97
V-Clip: fast and robust polyhedral collision detection
ACM Transactions on Graphics (TOG)
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
3DIVE: an immersive environment for interactive volume data exploration
Journal of Computer Science and Technology
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Space-efficient FPGA-accelerated collision detection for virtual prototyping
Proceedings of the conference on Design, automation and test in Europe: Designers' forum
Fast continuous collision detection among deformable models using graphics processors
Computers and Graphics
Fast collision detection using the A-buffer
The Visual Computer: International Journal of Computer Graphics
Efficient collision detection using a dual OBB-sphere bounding volume hierarchy
Computer-Aided Design
GPU-Based Ray Casting of Multiple Multi-resolution Volume Datasets
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Image-space collision detection through alternate surface peeling
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
High-quality lighting and efficient pre-integration for volume rendering
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
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Collision detection has been studied for scenes containing only polygonal objects surfaces or only volumes. With the evolution of the graphics hardware, surfaces and volumes can be rendered together, demanding new challenges for the area of collision detection. In this order of ideas, the authors propose the first approach for volume-surface collision detection, with GPU support. A mapping from surface space to texture space is established, such as each mesh fragment has a 3D texture coordinate. The volume-surface collision is tested in the fragment shader, verifying if a surface fragment is texturized with an opaque voxel. OpenGL® occlusion query extension is used to count the number of mesh fragments colliding with the volume. Since one surface can be texturized with multiple volume textures, the authors' approach is naturally extended to discard collision between one surface and several volumes in a single pass, with a minimum impact in the rendering time. The authors' tests reveal that collision between thousands of volume-mesh pairs can be evaluated in one second, showing that our solution is ideal for real-time applications.