Fast and accurate distance, penetration, and collision queries using point-sphere trees and distance fields

  • Authors:
  • Mikel Sagardia;Thomas Hulin

  • Affiliations:
  • German Aerospace Center;German Aerospace Center

  • Venue:
  • ACM SIGGRAPH 2013 Posters
  • Year:
  • 2013

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Abstract

Collision detection, force computation, and proximity queries are fundamental in interactive gaming, assembly simulations, or virtual prototyping. However, many available methods have to find a trade-off between the accuracy and the high computational speed required by haptics (1 kHz). [McNeely et al. 2006] presented the Voxmap-Pointshell (VPS) Algorithm, which enabled more reliable six-DoF haptic rendering between complex geometries than other approaches based on polygonal data structures. For each colliding object pair, this approach uses (i) a voxelmap or voxelized representation of one object and (ii) a pointshell or point-sampled representation of the other object (see Figure 2). In each cycle, the penetration of the points in the voxelized object is computed, which yields the collision force. [Barbič and James 2008] extended the VPS Algorithm to support deformable objects. This approach builds hierarchical data structures and distance fields that are updated during simulation as the objects deform.