“Fast and reliable collision culling using graphics hardware”

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Title:

    Fast and reliable collision culling using graphics hardware

Abstract:


    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 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.

References:


    BACIU, G., AND WONG, S. 2002. Image-based techniques in a hybrid collision detector. IEEE Trans. on Visualization and Computer Graphics.

    GOVINDARAJU, N., REDON, S., LIN, M., AND MANOCHA, D. 2003. CULLIDE: Interactive collision detection between complex models in large environments using graphics hardware. Proc. of ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, 25–32.

    JIMENEZ, P., THOMAS, F., AND TORRAS, C. 2001. 3d collision detection: A survey. Computers and Graphics 25, 2, 269–285.

    LIN, M., AND GOTTSCHALK, S. 1998. Collision detection between geometric models: A survey. Proc. of IMA Conference on Mathematics of Surfaces.


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