Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Collision detection for interactive graphics applications
Collision detection for interactive graphics applications
Spherical shell: a higher order bounding volume for fast proximity queries
WAFR '98 Proceedings of the third workshop on the algorithmic foundations of robotics on Robotics : the algorithmic perspective: the algorithmic perspective
Mathematics for 3D game programming and computer graphics
Mathematics for 3D game programming and computer graphics
Sphere-tree construction using dynamic medial axis approximation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Adaptive medial-axis approximation for sphere-tree construction
ACM Transactions on Graphics (TOG)
Variational shape approximation
ACM SIGGRAPH 2004 Papers
Efficient collision detection for moving ellipsoids using separating planes
Computing - Geometric modelling dagstuhl 2002
Continuous Collision Detection for Two Moving Elliptic Disks
IEEE Transactions on Robotics
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IVIC '09 Proceedings of the 1st International Visual Informatics Conference on Visual Informatics: Bridging Research and Practice
Interactive virtual try-on clothing design systems
Computer-Aided Design
Cover geometry design using multiple convex hulls
Computer-Aided Design
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As ellipsoids have been employed in the collision handling of many applications in physical simulation and robotics systems, we present a novel algorithm for generating a bounding volume hierarchy (BVH) from a given model with ellipsoids as primitives. Our algorithm approximates the given model by a hierarchical set of optimized bounding ellipsoids. The ellipsoid-tree is constructed by a top-down splitting. Starting from the root of hierarchy, the volume occupied by a given model is divided into k sub-volumes where each is approximated by a volume bounding ellipsoid. Recursively, each sub-volume is then subdivided into ellipsoids for the next level in the hierarchy. The k ellipsoids at each hierarchy level for a sub-volume bounding is generated by a bottom-up algorithm - simply, the sub-volume is initially approximated by m spheres (m » k), which will be iteratively merged into k volume bounding ellipsoids and globally optimized to minimize the approximation error. Benefited from the anisotropic shape of primitives, the ellipsoid-tree constructed in our approach gives tighter volume bound and higher shape fidelity than another widely used BVH, sphere-tree.