Fronts propagating with curvature-dependent speed: algorithms based on Hamilton-Jacobi formulations
Journal of Computational Physics
Distance measures on intersecting objects and their applications
Information Processing Letters
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Fast computation of generalized Voronoi diagrams using graphics hardware
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Fast and simple 2D geometric proximity queries using graphics hardware
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Finding Shortest Paths on Surfaces Using Level Sets Propagation
IEEE Transactions on Pattern Analysis and Machine Intelligence
Penetration depth of two convex polytopes in 3D
Nordic Journal of Computing
Efficient And Accurate Interference Detection For Polynomial Deformation
CA '96 Proceedings of the Computer Animation
Simulation of Non-penetrating Elastic Bodies Using Distance Fields
Simulation of Non-penetrating Elastic Bodies Using Distance Fields
Fast penetration depth computation for physically-based animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Hardware-assisted self-collision for deformable surfaces
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
Incremental Penetration Depth Estimation between Convex Polytopes Using Dual-Space Expansion
IEEE Transactions on Visualization and Computer Graphics
Image-Based Collision Detection for Deformable Cloth Models
IEEE Transactions on Visualization and Computer Graphics
Robust quasistatic finite elements and flesh simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Realistic Haptic Rendering of Interacting Deformable Objects in Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Kinetic bounding volume hierarchies for deformable objects
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Fast proximity computation among deformable models using discrete Voronoi diagrams
ACM SIGGRAPH 2006 Papers
Simulation of clothing with folds and wrinkles
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Hardware-Based Collision and Self-Collision for Rigid and Deformable Surfaces
Presence: Teleoperators and Virtual Environments
Efficient Collision Detection within Deforming Spherical Sliding Contact
IEEE Transactions on Visualization and Computer Graphics
A Fast and Stable Penalty Method for Rigid Body Simulation
IEEE Transactions on Visualization and Computer Graphics
Enhanced physically-based animation of deformable bodies using shape-matching
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
'Teleportation': based motion planner for design error analysis
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
VolCCD: Fast continuous collision culling between deforming volume meshes
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Radial view based culling for continuous self-collision detection of skeletal models
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Efficient collision detection for composite finite element simulation of cuts in deformable bodies
The Visual Computer: International Journal of Computer Graphics
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We present a novel penetration depth estimation algorithm based on the use of deformed distance fields for simulation of non-penetrating flexible bodies. We assume that the continuum of non-rigid models are discretized using standard techniques, such as finite element methods. As the objects deform, the distance fields are deformed accordingly to estimate penetration depth, allowing enforcement of non-penetration constraints between two colliding elastic bodies. Our approach can automatically handle self-penetration and inter-penetration in a uniform manner. We demonstrate its effectiveness on moderately complex animated scenes.