A Jordan surface theorem for three-dimensional digital spaces
Discrete & Computational Geometry
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Robust treatment of collisions, contact and friction for cloth animation
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
Deformed distance fields for simulation of non-penetrating flexible bodies
Proceedings of the Eurographic workshop on Computer animation and simulation
Skeleton Based Shape Matching and Retrieval
SMI '03 Proceedings of the Shape Modeling International 2003
Adaptive medial-axis approximation for sphere-tree construction
ACM Transactions on Graphics (TOG)
Dynamic Interaction between Deformable Surfaces and Nonsmooth Objects
IEEE Transactions on Visualization and Computer Graphics
Interactive collision detection between deformable models using chromatic decomposition
ACM SIGGRAPH 2005 Papers
Physically based rigging for deformable characters
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
A randomized marking scheme for continuous collision detection in simulation of deformable surfaces
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Kinetic bounding volume hierarchies for deformable objects
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Efficient collision detection for spherical blend skinning
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Fast collision detection for deformable models using representative-triangles
Proceedings of the 2008 symposium on Interactive 3D graphics and games
IEEE Transactions on Visualization and Computer Graphics
Bounded normal trees for reduced deformations of triangulated surfaces
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
Subspace self-collision culling
ACM SIGGRAPH 2010 papers
FASTCD: fracturing-aware stable collision detection
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Collision-streams: fast GPU-based collision detection for deformable models
I3D '11 Symposium on Interactive 3D Graphics and Games
Fast continuous collision detection using parallel filter in subspace
I3D '11 Symposium on Interactive 3D Graphics and Games
VolCCD: Fast continuous collision culling between deforming volume meshes
ACM Transactions on Graphics (TOG)
Energy-based self-collision culling for arbitrary mesh deformations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Simple Culling Methods for Continuous Collision Detection of Deforming Triangles
IEEE Transactions on Visualization and 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
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We present a novel radial-view-based culling method for continuous self-collision detection (CSCD) of skeletal models. Our method targets closed triangular meshes used to represent the surface of a model. It can be easily integrated with bounding volume hierarchies (BVHs) and used as the first stage for culling non-colliding triangle pairs. A mesh is decomposed into clusters with respect to a set of observer primitives (i.e., observer points and line segments) on the skeleton of the mesh so that each cluster is associated with an observer primitive. One BVH is then built for each cluster. At the runtime stage, a radial view test is performed from the observer primitive of each cluster to check its collision state. Every pair of clusters is also checked for collisions. We evaluated our method on various models and compared its performance with prior methods. Experimental results show that our method reduces the number of the bounding volume overlapping tests and the number of potentially colliding triangle pairs, thereby improving the overall process of CSCD.