The R*-tree: an efficient and robust access method for points and rectangles
SIGMOD '90 Proceedings of the 1990 ACM SIGMOD international conference on Management of data
Interactive inspection of solids: cross-sections and interferences
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
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
Real-time collision detection for motion simulation within complex environments
SIGGRAPH '96 ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96
A fast triangle-triangle intersection test
Journal of Graphics Tools
Image precision silhouette edges
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Tiled polygon traversal using half-plane edge functions
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Fast and simple 2D geometric proximity queries using graphics hardware
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Fast penetration depth computation for physically-based animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Incremental Algorithms for Collision Detection Between Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Image-Based Techniques in a Hybrid Collision Detector
IEEE Transactions on Visualization and Computer Graphics
RECODE: An Image-based Collision Detection Algorithm
PG '98 Proceedings of the 6th Pacific Conference on Computer Graphics and Applications
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Fast and reliable collision detection using graphics processors
SCG '05 Proceedings of the twenty-first annual symposium on Computational geometry
Interactive collision detection between deformable models using chromatic decomposition
ACM SIGGRAPH 2005 Papers
Fast and Reliable Collision Culling Using Graphics Hardware
IEEE Transactions on Visualization and Computer Graphics
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
ACM SIGGRAPH 2006 Papers
Efficient collision culling among deformable objects using graphics processors
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
A framework for bounded-time collision detection in haptic interactions
Proceedings of the ACM symposium on Virtual reality software and technology
Interactive Continuous Collision Detection Using Swept Volume for Avatars
Presence: Teleoperators and Virtual Environments
Interactive Collision Detection for Deformable Models Using Streaming AABBs
IEEE Transactions on Visualization and Computer Graphics
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Fast and reliable mouse picking using graphics hardware
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
A dynamic bounding volume hierarchy for generalized collision detection
Computers and Graphics
CSCWD'05 Proceedings of the 9th international conference on Computer Supported Cooperative Work in Design II
Particle-based fluid simulation on the GPU
ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part IV
Efficient and accurate collision detection based on surgery simulation
Miar'06 Proceedings of the Third international conference on Medical Imaging and Augmented Reality
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We present a reliable culling algorithm that enables fast and accurate collision detection between triangulated models in a complex environment. Our algorithm performs fast visibility queries on the GPUs for eliminating a subset of primitives that are not in close proximity. To overcome the accuracy problems caused by the limited viewport resolution, we compute the Minkowski sum of each primitive with a sphere and perform reliable 2.5D overlap tests between the primitives. We are able to achieve more effective collision culling as compared to prior object-space culling algorithms. We integrate our culling algorithm with CULLIDE [8] and use it to perform reliable GPU-based collision queries at interactive rates on all types of models, including non-manifold geometry, deformable models, and breaking objects.