I-COLLIDE: an interactive and exact collision detection system for large-scale environments
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OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
V-COLLIDE: accelerated collision detection for VRML
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
A fast triangle-triangle intersection test
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Robust treatment of collisions, contact and friction for cloth animation
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IEEE Transactions on Visualization and Computer Graphics
Efficient collision detection of complex deformable models using AABB trees
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CA '99 Proceedings of the Computer Animation
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Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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Interactive collision detection between deformable models using chromatic decomposition
ACM SIGGRAPH 2005 Papers
Fast and reliable collision culling using graphics hardware
Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the ACM symposium on Virtual reality software and technology
Quick-CULLIDE: Fast Inter- and Intra-Object Collision Culling Using Graphics Hardware
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
self-CD: interactive self-collision detection for deformable body simulation using GPUs
AsiaSim'04 Proceedings of the Third Asian simulation conference on Systems Modeling and Simulation: theory and applications
Efficient collision detection using a dual OBB-sphere bounding volume hierarchy
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Image-space collision detection through alternate surface peeling
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Efficient collision detection using a dual bounding volume hierarchy
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Collision-streams: fast GPU-based collision detection for deformable models
I3D '11 Symposium on Interactive 3D Graphics and Games
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Efficient Image-Based Proximity Queries with Object-Space Precision
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Transactions on Edutainment VIII
PDQ: Parallel Distance Queries for deformable meshes
Graphical Models
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We present an interactive and accurate collision detection algorithm for deformable, polygonal objects based on the streaming computational model. Our algorithm can detect all possible pairwise primitive-level intersections between two severely deforming models at highly interactive rates. In our streaming computational model, we consider a set of axis aligned bounding boxes (AABBs) that bound each of the given deformable objects as an input stream and perform massively-parallel pairwise, overlapping tests onto the incoming streams. As a result, we are able to prevent performance stalls in the streaming pipeline that can be caused by expensive indexing mechanism required by bounding volume hierarchy-based streaming algorithms. At runtime, as the underlying models deform over time, we employ a novel, streaming algorithm to update the geometric changes in the AABB streams. Moreover, in order to get only the computed result (i.e., collision results between AABBs) without reading back the entire output streams, we propose a streaming en/decoding strategy that can be performed in a hierarchical fashion. After determining overlapped AABBs, we perform a primitive-level (e.g., triangle) intersection checking on a serial computational model such as CPUs. We implemented the entire pipeline of our algorithm using off-the-shelf graphics processors (GPUs), such as nVIDIA GeForce 7800 GTX, for streaming computations, and Intel Dual Core 3.4G processors for serial computations. We benchmarked our algorithm with different models of varying complexities, ranging from 15K up to 50K triangles, under various deformation motions, and the timings were obtained as 30\sim 100 FPS depending on the complexity of models and their relative configurations. Finally, we made comparisons with a well-known GPU-based collision detection algorithm, CULLIDE [CHECK END OF SENTENCE] and observed about three times performance improvement over the earlier approach. We also made comparisons with a SW-based AABB culling algorithm [CHECK END OF SENTENCE] and observed about two times improvement.