Interactive collision detection between deformable models using chromatic decomposition
ACM SIGGRAPH 2005 Papers
Real time tracking of high speed movements in the context of a table tennis application
Proceedings of the ACM symposium on Virtual reality software and technology
Efficient collision culling among deformable objects using graphics processors
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation
IEEE Transactions on Visualization and Computer Graphics
Fast continuous collision detection among deformable models using graphics processors
Computers and Graphics
Interactive Collision Detection for Deformable Models Using Streaming AABBs
IEEE Transactions on Visualization and Computer Graphics
Hybrid image-based collision detection in Java 3D
Software—Practice & Experience
Fast computation of spatial selections and joins using graphics hardware
Information Systems
Cloth simulation and collision detection using geometry images
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Fast and reliable mouse picking using graphics hardware
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Image-based collision detection and response between arbitrary volume objects
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Subspace self-collision culling
ACM SIGGRAPH 2010 papers
An introduction to GPU accelerated surgical simulation
ISBMS'06 Proceedings of the Third international conference on Biomedical Simulation
Energy-based self-collision culling for arbitrary mesh deformations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Efficient Image-Based Proximity Queries with Object-Space Precision
Computer Graphics Forum
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We present a fast collision culling algorithm for performing inter- and intra-object collision detection among complex models using graphics hardware. Our algorithm is based on CULLIDE [8] and performs visibility queries on the GPUs to eliminate a subset of geometric primitives that are not in close proximity. We present an extension to CULLIDE to perform intra-object or self-collisions between complex models. Furthermore, we describe a novel visibility-based classification scheme to compute potentially-colliding and collision-free subsets of objects and primitives, which considerably improves the culling performance. We have implemented our algorithm on a PC with an NVIDIA GeForce FX 6800 Ultra graphics card and applied it to three complex simulations, each consisting of objects with tens of thousands of triangles. In practice, we are able to compute all the self-collisions for cloth simulation up to image-space precision at interactive rates.