SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Dynamic deformation of solid primitives with constraints
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Versatile and efficient techniques for simulating cloth and other deformable objects
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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
A fast triangle-triangle intersection test
Journal of Graphics Tools
Quick elimination of non-interference polytopes in virtual environments
Proceedings of the Eurographics workshop on Virtual environments and scientific visualization '96
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
V-Clip: fast and robust polyhedral collision detection
ACM Transactions on Graphics (TOG)
Collision detection in aspect and scale bounded polyhedra
Proceedings of the ninth annual ACM-SIAM symposium on Discrete algorithms
Fast and simple 2D geometric proximity queries using graphics hardware
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Modeling inelastic deformation: viscolelasticity, plasticity, fracture
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Fast penetration depth computation for physically-based animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Hardware-assisted self-collision for deformable surfaces
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
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
Physically Based Models with Rigid and Deformable Components
IEEE Computer Graphics and Applications
An Evolving System for Simulating Clothes on Virtual Actors
IEEE Computer Graphics and Applications
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Deformed distance fields for simulation of non-penetrating flexible bodies
Proceedings of the Eurographic workshop on Computer animation and simulation
Image-Based Techniques in a Hybrid Collision Detector
IEEE Transactions on Visualization and Computer Graphics
Implementing Fast Cloth Simulation with Collision Response
CGI '00 Proceedings of the International Conference on 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
Accurate Collision Response on Polygonal Meshes
CA '00 Proceedings of the Computer Animation
Sensation preserving simplification for haptic rendering
ACM SIGGRAPH 2003 Papers
Generating seams and wrinkles for virtual clothing
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
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The interactive requirements of 3D games and physically driven virtual environments add strong constraints to the simulation of natural cloth collisions and self-collisions. In order to achieve interactive rates, we first define smoothness conditions over small patches of deformable surfaces and then resort to image-based collision-detection algorithms that we have developed. Our collision-detection system achieves interactive rates as it accurately tracks collisions and self-interactions of objects consisting of highly deformable surfaces. This method makes use of a novel technique for dynamically generating a hierarchy of cloth bounding boxes in order to perform object-level culling and image-based intersection tests using conventional graphics hardware support. Our results show that, for complex deformable surfaces with an excess of 50,000 triangular elements, we can track collisions at nearly interactive rates.