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
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Dynamic Interaction between Deformable Surfaces and Nonsmooth Objects
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2005 Papers
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
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)
Efficient geometrically exact continuous collision detection
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
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
Fast continuous collision culling with deforming noncollinear filters
Computer Animation and Virtual Worlds
Radial view based culling for continuous self-collision detection of skeletal models
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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The radial view-based culling (RVBC) method has been presented for continuous self-collision detection to efficiently cull away non-colliding regions. While this technique mainly relies on the segmented clusters of the reference pose and the associated fixed observer points, it has several drawbacks during the animation and the reduced cost of executing collision detection is limited. We thus present a modified framework to improve the culling efficiency of RVBC. At the preprocessing stage, we segment the closed deformable mesh according to not only the attached skeleton but also the triangle orientations, in order to minimize the collision checks of triangles in a cluster. At the runtime stage, we dynamically merge adjacent clusters and update the positions of observer points if the merged shape is nearly convex. This strategy minimizes the number of triangles in different clusters that required collision check. Our framework can be easily integrated with bounding volume hierarchies to boost the culling efficiency. Experimental results show that our framework achieves up to 5.2 times speedup over the original RVBC method and even more times over the recent techniques.