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## Collision Detection for Deformable Objects

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Citations: | 117 - 18 self |

### Citations

835 | OBBTree: a hierarchical structure for rapid interference detection,” The
- Gottschalk, Lin, et al.
- 1996
(Show Context)
Citation Context ...ZL03] for a thorough discussion of BVHs in general. One of the design choices with BV trees is the type of BV. In the past, a wealth of BV types has been explored, such as spheres [Hub96, PG95], OBBs =-=[GLM96]-=-, DOPs [KHM ∗ 98, Zac98], Boxtrees [Zac02, AdG ∗ 02], AABBs [vdB97, LAM01], spherical shells [KGL ∗ 98], and convex hulls [EL01]. Although a variety of BVs has been proposed (see Fig. 4), two types de... |

616 | A fast marching level set method for monotonically advancing fronts
- Sethian
- 1996
(Show Context)
Citation Context ... order of minutes. Propagation methods start with a narrow band of distances computed near the triangular surface. This initial information is distributed over the whole volume. Fast marching methods =-=[Set96]-=- and distance transforms are two examples of propagation methods. In [JS01], different types of distance transforms are compared. However, fast distance transforms are not very accurate. In [HKL ∗ 99]... |

571 | WITKIN A.: Large steps in cloth simulation - BARAFF - 1998 |

451 | Layered depth images.
- Shade, Gortler, et al.
- 1998
(Show Context)
Citation Context ...and selfcollisions are not considered. In [HTG03], an image-space technique is used for collision detection of arbitrarily-shaped, deformable objects. This approach computes a Layered Depth Image LDI =-=[SGHS98]-=- for an object to approximately represent its volume. This approach is similar to [SF91], but not restricted to convex objects. Still, a closed surface is required in order to have a defined object vo... |

302 | J.: Robust treatment of collisions, contact, and friction for cloth animation
- BRIDSON, FEDKIW, et al.
(Show Context)
Citation Context ...y cover object primitives at a certain time step. Instead, the volume described by the linear movement of a primitive within two successive time steps is enclosed by the BVs [Hub95, BFA02, RKC02]. In =-=[BFA02]-=-, this technique is employed for cloth simulation. In this scenario, continuous collision detection also prevents self-intersections (see Fig. 8 and 9). Figure 8: BVHs are employed for continuous coll... |

277 | Pose space deformations: A unified approach to shape interpolation and skeleton-driven deformation
- LEWIS, CORDNER, et al.
- 2000
(Show Context)
Citation Context ...e obtained by refitting the hierarchy bottomup. However, the deformations must have the special form shown above. This is, for instance, true for compressed animations [AM00], pose space deformations =-=[LCF00]-=-, or modal deformations [JP02]. 2.3.3. Refitting for Morphing Objects An important case of deformation occurs in animation systems, where objects are deformed by morphing or blending. Here, in-between... |

271 | R.: Adaptively sampled distance fields: A general representation of shapes for computer graphics
- FRISKEN, PERRY, et al.
(Show Context)
Citation Context ...surfaces inside each cell with a small approximation error. Most collision response schemes also need normals which can be computed by normalizing the analytic gradient of the trilinear interpolation =-=[FPRJ00]-=-. The drawbacks of uniform grids are the huge memory requirements and the limited resolution when representing objects with sharp features. In order to overcome these problems, [FPRJ00] proposed to us... |

233 | Efficient collision detection of complex deformable models using AABB trees.
- Bergen
- 2005
(Show Context)
Citation Context ...is tested against each of the children of the internal node. If, however, both of the nodes are internal nodes, it is tried to minimize the probability of intersection as fast as possible. Therefore, =-=[vdB97]-=- tests the node with the smaller volume against the children of the node with the larger volume (Fig. 6). For two given objects with the BVHs A and B, most colc○ The Eurographics Association and Black... |

231 | MANOCHA D.: Fast computation of generalized voronoi diagrams using graphics hardw are - HOFF, CULVER, et al. - 1999 |

227 | H.: Dynamic real-time deformations using space & time adaptive sampling
- DEBUNNE, DESBRUN, et al.
(Show Context)
Citation Context ...ution methods have proven to be efficient for the real-time simulation of deformable bodies. In such an environment, Debunne and Guy [GD04] applied a multiresolution, physically-based animation model =-=[DDCB01]-=- in conjunction with the aforementioned approach to help accelerate collision detection. Here, they start by tracking pairs of features at a coarser level when they are initially far apart and then re... |

210 | Approximating polyhedra with spheres for time-critical collision detection - Hubbard - 1996 |

207 | Collision detection for interactive graphics applications - Hubbard - 1995 |

174 | Stable but responsive cloth - Choi, Ko - 2002 |

163 | Optimized spatial hashing for collision detection of deformable objects - Teschner, Heidelberger, et al. |

153 | Direct spatial search on pictorial databases with packed Rtrees
- Roussopoulos, Leifer
- 1985
(Show Context)
Citation Context ...discuss some of the issues in the following, while efficient ways of updating the hierarchy are discussed in Sec. 2.3. There exist three different strategies to build BVHs, namely top-down, bottom-up =-=[RL85]-=-, and insertion [GS87]. However, the top-down strategy is most commonly used for collision detection. The idea of top-down construction is to recursively split a set of object primitives until a thres... |

140 |
Simulation of clothing with folds and wrinkles
- BRIDSON, MARINO, et al.
- 2003
(Show Context)
Citation Context ...umetric modeling [FPRJ00, BPK ∗ 02], motion planning [HKL ∗ 99] and recently for the animation of fire [ZWF ∗ 03]. Distance fields are sometimes called distance volumes [BMWM01] or distance functions =-=[BMF03]-=-. A distance field D : R 3 → R defines a surface as the zero level set, i. e. S = {p|D(p) = 0}. In contrast to other implicit representations, a simple function evaluation also yields the Euclidean di... |

124 | Representing animations by principal components
- Alexa, Müller
- 2000
(Show Context)
Citation Context ... tend to be not larger than those obtained by refitting the hierarchy bottomup. However, the deformations must have the special form shown above. This is, for instance, true for compressed animations =-=[AM00]-=-, pose space deformations [LCF00], or modal deformations [JP02]. 2.3.3. Refitting for Morphing Objects An important case of deformation occurs in animation systems, where objects are deformed by morph... |

121 |
MANOCHA D.: CULLIDE: Interactive collision detection between complex models in large environments using graphics hardware
- GOVINDARAJU, REDON, et al.
(Show Context)
Citation Context ...ions of object primitives. 6. Image-Space Techniques Recently, several image-space techniques have been proposed for collision detection [MOK95], [BWS99], [BW02], [HZLM01], [KOLM02], [HTG03], [KP03], =-=[GRLM03]-=-. These approaches commonly process projections of objects to accelerate collision queries. Since they do not require any pre-processing , they are especially appropriate for environments with dynamic... |

119 | Accurate and Fast Proximity Queries Between Polyhedra Using Convex Surface Decomposition
- Ehmann, Lin
(Show Context)
Citation Context ...lth of BV types has been explored, such as spheres [Hub96, PG95], OBBs [GLM96], DOPs [KHM ∗ 98, Zac98], Boxtrees [Zac02, AdG ∗ 02], AABBs [vdB97, LAM01], spherical shells [KGL ∗ 98], and convex hulls =-=[EL01]-=-. Although a variety of BVs has been proposed (see Fig. 4), two types deserve special mention: OBBs and k-DOPs. Note, that AABBs are a special case of k-DOPs with k = 6. OBBs have the nice property th... |

115 | Collision detection for moving polyhedra - Canny - 1986 |

108 |
Collision and self-collision handling in cloth model dedicated to design garment. Graphics Interface
- PROVOT
- 1997
(Show Context)
Citation Context ...us, the probability of an overlap can be minimized by minimizing Vol(Ai)+Vol(B j). The same strategy seems reasonable for other BV types. Volino and Magnenat-Thalmann [VMT94, VMT95] as well as Provot =-=[Pro97]-=- use a fairly different approach for deformable objects. In this method, the hierarchy is strictly oriented on the mesh topology of the object, assuming that topology does not change during the simula... |

99 | Three-Dimensional Distance Field Metamorphosis - Cohen-Or, Solomovici, et al. - 1998 |

98 | BD-Tree: Output-Sensitive Collision Detection for Reduced Deformable Models
- James, Pai
(Show Context)
Citation Context ... than that distance. 2.3.2. Refitting for Bounded Deformations If the deformations of the object are superpositions of displacement fields, then the update can be performed at very little extra costs =-=[JP04]-=-. In that case, the deformed geometry is given by p ′ = p+ Uq, where p ′ ,p are the deformed and undeformed geometry, respectively, U contains the displacement fields, and q the reduced deformation ve... |

95 | DyRT: Dynamic Response Textures for Real Time Deformation Simulation With Graphics Hardware
- James, Pai
(Show Context)
Citation Context ...rarchy bottomup. However, the deformations must have the special form shown above. This is, for instance, true for compressed animations [AM00], pose space deformations [LCF00], or modal deformations =-=[JP02]-=-. 2.3.3. Refitting for Morphing Objects An important case of deformation occurs in animation systems, where objects are deformed by morphing or blending. Here, in-between objects are constructed by in... |

92 | T.: Real-time exploration of regular volume data by adaptive reconstruction of iso-surfaces
- WESTERMANN, KOBBELT, et al.
- 1999
(Show Context)
Citation Context ...tinuity between different levels of the tree [BMF03]. Whenever a cell is adjacent to a coarser cell, its corner values have to be changed to match those of the interpolated values at the coarser cell =-=[WKE99]-=-. When using a BSP-tree, memory consumption can be reduced even further [WK03]. This is achieved by using a Teschner et al. / Collision Detection for Deformable Objects piecewise linear approximation ... |

89 | Untangling cloth
- Baraff, Witkin, et al.
- 2003
(Show Context)
Citation Context ... field for each body part is created. Thus, cloth vertices, which are inside of two or more distance fields, can be detected and handled properly. For a more thorough analysis of pinched clothing see =-=[BWK03]-=-. No timings were given in the paper, but the necessity of pre-calculation of the distance fields indicates that the proposed approach is tailored for film making. In [FSG03], the problem of rapid dis... |

86 |
Distance field manipulation of surface models
- PAYNE, TOGA
- 1992
(Show Context)
Citation Context ...ods and methods using trees. When distances of each grid point are evaluated independently, a tree data structure can be used to cull away distant triangles to speed up computations. An early work of =-=[PT92]-=- applies BVHs. Later, octrees have been used [JS01]. However, these approaches have shown not to be competitive compared to other methods since the computing times are in the order of minutes. Propaga... |

79 |
Efficient self-collision detection on smoothly discretized surface animations using geometrical shape regularity, in
- Volino, Magnenat-Thalmann
- 1994
(Show Context)
Citation Context ...ted, that BVs of neighboring regions can overlap, even though there are no self-collisions. To eliminate such cases efficiently, different heuristics have been presented. Volino and Magnenat-Thalmann =-=[VMT94]-=- proposed an exact method to avoid unnecessary selfintersection tests between certain BVs. The idea is based on the fact, that regions with sufficiently low curvature can not self-intersect, assuming ... |

79 | Rapid collision detection by dynamically aligned dop-trees - Zachmann - 1998 |

76 | M.: A versatile and robust model for geometrically complex deformable solids
- TESCHNER, HEIDELBERGER, et al.
- 2004
(Show Context)
Citation Context ...trahedron belong to the same object, a selfintersection is detected. In order to investigate the performance of the spatial hashing approach, it has been combined with a deformable modeling framework =-=[THMG04]-=- with integrated deformable collision response [HTK ∗ 04]. Using this environment, experiments with various setups of interacting deformable objects have been performed. These experiments indicate, th... |

75 | N.: Plausible motion simulation for computer graphics animation
- BARZEL, HUGHES, et al.
- 1996
(Show Context)
Citation Context ... depend on exact simulation, but rather on real-time response to collisions [US97]. At the same time, humans cannot distinguish between physically-correct and physically-plausible behavior of objects =-=[BHW96]-=-. Therefore, it can be tolerated to improve the performance of collision detection, while degrading its precision. (a) (b) (c) Figure 10: Illustration of stochastic collision detection between two vol... |

75 |
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics
- Eberly
- 2001
(Show Context)
Citation Context ...inding the first point of contact basically corresponds to finding roots of polynomials that describe the distance between the basic geometric entities, i. e., all face/vertex and all edge/edge pairs =-=[Ebe00]-=-. These polynomials are easier to process if the motion of objects is a screw motion. Thus, [KR03, RKC02] approximate the general motion by a sequence of screw motions. c○ The Eurographics Association... |

74 | Grimsdale, “Collision detection for animation using sphere-trees - Palmer, L - 1995 |

69 | Implementing fast cloth simulation with collision response, in: CGI ’00 - Volino, Magnenat-Thalmann - 2000 |

67 | CInDeR: Collision and interference detection in real-time using graphics hardware
- KNOTT, PAI
(Show Context)
Citation Context ...istributions of object primitives. 6. Image-Space Techniques Recently, several image-space techniques have been proposed for collision detection [MOK95], [BWS99], [BW02], [HZLM01], [KOLM02], [HTG03], =-=[KP03]-=-, [GRLM03]. These approaches commonly process projections of objects to accelerate collision queries. Since they do not require any pre-processing , they are especially appropriate for environments wi... |

60 | MANOCHA D.: Fast and simple 2d geometric proximity queries using graphics hardware
- HOFF, ZAFERAKIS, et al.
(Show Context)
Citation Context ...its front. These maps are used for distance calculations and collision response. This algorithm is restricted to convex shapes or appropriate mapping directions in the case of animated characters. In =-=[HZLM01]-=-, another image-based approach is proposed that uses the technique described in [HKL ∗ 99] to create a 2D distance field using graphics hardware. This 2D distance field is used for collision response.... |

60 | Real-time collision detection for virtual surgery - Lombardo, Cani, et al. - 1999 |

57 |
M.: Signed distance transform using graphics hardware
- SIGG, PEIKERT, et al.
- 2003
(Show Context)
Citation Context ...ce to the Voronoi site. The orientation of the triangle mesh provides the correct sign for each region. If a grid point is scan-converted several times, the smallest distance is considered. Recently, =-=[SPG03]-=- improved on this algorithm by using graphics hardware to scan-convert the polyhedrons. Further, the authors show how to replace polyhedrons for faces, edges and vertices by constructing only one poly... |

51 | Hierarchical Techniques in Collision Detection for Cloth Animation
- Mezger, Kimmerle, et al.
- 2003
(Show Context)
Citation Context ...ree. However, it is unclear, whether balanced trees provide improved efficiency of collision queries. Fig. 5 shows two hierarchy levels for the 18-DOPhierarchy of an avatar, that was created top-down =-=[MKE03]-=-. For AABBs, it can be shown that any splitting heuristic should try to minimize the volumes of the children to achieve good BVHs [Zac02]. Using Minkowski sums of BVs, one can estimate the geometric p... |

50 | M.: Detection of collisions and self-collisions using image-space techniques
- HEIDELBERGER, TESCHNER, et al.
(Show Context)
Citation Context ...trates the three stages of the algorithm. Figure 19: Image-space collision detection. Left: AABB intersection. Middle: LDI generation within the VoI. Right: Computation of the intersection volume. In =-=[HTG04]-=-, an improved algorithm is presented. In c○ The Eurographics Association and Blackwell Publishing 2005.scontrast to existing approaches that do not consider selfcollisions, this approach combines the ... |

48 | A high performance solver for the animation of deformable object using advanced numerical methods - Hauth, Etzmuss - 2001 |

46 | Interactive collision detection for molecular graphics
- Turk
- 1989
(Show Context)
Citation Context ...76], where a hash map is used to represent the 3D grid. There exist various approaches that propose spatial subdivision for collision detection of rigid objects. These algorithms employ uniform grids =-=[Tur90]-=-, [GDO00], [ZY00], octrees [BT95] or BSP trees [Mel00]. In [Tur90], spatial hashing has been applied to collision detection for the first time. In [GLGT98], a hybrid approach has been presented which ... |

43 | FEDKIW R.: Simulation of clothing with folds and wrinkles - BRIDSON, MARINO - 2003 |

40 | An adaptive spatial subdivision of the object space for fast collision detection of animating rigid bodies. Computer Graphics Forum
- Bandi, Thalmann
- 1993
(Show Context)
Citation Context ...epresent the 3D grid. There exist various approaches that propose spatial subdivision for collision detection of rigid objects. These algorithms employ uniform grids [Tur90], [GDO00], [ZY00], octrees =-=[BT95]-=- or BSP trees [Mel00]. In [Tur90], spatial hashing has been applied to collision detection for the first time. In [GLGT98], a hybrid approach has been presented which combines spatial and object subdi... |

40 | Consistent penetration depth estimation for deformable collision response - Heidelberger, Teschner, et al. - 2004 |

40 | ZIKAN K.: Efficient collision detection using bounding volume hierarchies of k-dops - KLOSOWSKI, HELD, et al. - 1998 |

38 | RECODE: An image-based collision detection algorithm
- Baciu, Wong
- 1999
(Show Context)
Citation Context ...vironments with dynamically changing spatial distributions of object primitives. 6. Image-Space Techniques Recently, several image-space techniques have been proposed for collision detection [MOK95], =-=[BWS99]-=-, [BW02], [HZLM01], [KOLM02], [HTG03], [KP03], [GRLM03]. These approaches commonly process projections of objects to accelerate collision queries. Since they do not require any pre-processing , they a... |

38 |
Probabilistic Algorithms, in Algorithms and Complexity, edited by
- Rabin
- 1976
(Show Context)
Citation Context ..., e. g. in molecular dynamics. In [Lev66], the computation of molecular atom interaction is accelerated with a neighborhood search based on a uniform 3D grid. Another related approach is presented in =-=[Rab76]-=-, where a hash map is used to represent the 3D grid. There exist various approaches that propose spatial subdivision for collision detection of rigid objects. These algorithms employ uniform grids [Tu... |

37 | Fast penetration depth computation for physically-based animation
- Kim, Otaduy, et al.
- 2002
(Show Context)
Citation Context ... changing spatial distributions of object primitives. 6. Image-Space Techniques Recently, several image-space techniques have been proposed for collision detection [MOK95], [BWS99], [BW02], [HZLM01], =-=[KOLM02]-=-, [HTG03], [KP03], [GRLM03]. These approaches commonly process projections of objects to accelerate collision queries. Since they do not require any pre-processing , they are especially appropriate fo... |

37 |
Interference detection through rasterization
- Shinya, Forgue
- 1991
(Show Context)
Citation Context ...deforming objects. Furthermore, image-space techniques can commonly be implemented using graphics hardware. An early approach to image-space collision detection of convex objects has been outlined in =-=[SF91]-=-. In this method, the two depth layers of convex objects are rendered into two depth buffers. Now, the interval from the smaller depth value to the larger depth value at each pixel approximately repre... |

34 |
Real-time volumetric intersections of deforming objects
- Heidelberger, Teschner, et al.
(Show Context)
Citation Context ...spatial distributions of object primitives. 6. Image-Space Techniques Recently, several image-space techniques have been proposed for collision detection [MOK95], [BWS99], [BW02], [HZLM01], [KOLM02], =-=[HTG03]-=-, [KP03], [GRLM03]. These approaches commonly process projections of objects to accelerate collision queries. Since they do not require any pre-processing , they are especially appropriate for environ... |

34 | Minimal hierarchical collision detection, in
- Zachmann
(Show Context)
Citation Context ...or the 18-DOPhierarchy of an avatar, that was created top-down [MKE03]. For AABBs, it can be shown that any splitting heuristic should try to minimize the volumes of the children to achieve good BVHs =-=[Zac02]-=-. Using Minkowski sums of BVs, one can estimate the geometric probability of an overlap of a pair of BVs (Ai,Bj) by P(Ai,Bj) ≈ Vol(Ai)+Vol(B j) Vol(A)+Vol(B) in the case of AABBs, where the pair (A,B)... |

33 | Buckettree: Improving collision detection between deformable objects, in
- Ganovelli, Dingliana, et al.
(Show Context)
Citation Context ...e a hash map is used to represent the 3D grid. There exist various approaches that propose spatial subdivision for collision detection of rigid objects. These algorithms employ uniform grids [Tur90], =-=[GDO00]-=-, [ZY00], octrees [BT95] or BSP trees [Mel00]. In [Tur90], spatial hashing has been applied to collision detection for the first time. In [GLGT98], a hybrid approach has been presented which combines ... |

33 |
H-Collide: A framework for fast and accurate collision detection for haptic interaction
- Gregory, Lin, et al.
- 1999
(Show Context)
Citation Context ...bjects. These algorithms employ uniform grids [Tur90], [GDO00], [ZY00], octrees [BT95] or BSP trees [Mel00]. In [Tur90], spatial hashing has been applied to collision detection for the first time. In =-=[GLGT98]-=-, a hybrid approach has been presented which combines spatial and object subdivision. In [Mir97], a hierarchical spatial hashing approach is presented as part of a robot motion planning algorithm, whi... |

33 |
Collision Detection for Continuously Deforming Bodies." Eurographics
- Larsson, Akenine-Möller
- 2001
(Show Context)
Citation Context ...collision query compared to rebuilding. 2.3.1. General updating Different strategies have been proposed not only for building a hierarchy but also for the hierarchy update. Larsson and Akenine-Möller =-=[LAM01]-=- compared bottom-up and topdown strategies. They found that if in a collision detection process many deep nodes are reached the bottom-up strategy performs better, while if only some deep nodes are re... |

32 |
Real-time Animation of Dressed Virtual Humans
- Cordier, Magnenat-Thalmann
- 2002
(Show Context)
Citation Context ...n schemes [BW98, HE01], and collision response [BWK03, VMT00]. Additionally, work on real time simulation of cloth has been published that employs collision detection methods presented in this report =-=[CMT02]-=-. 7.2. Virtual Liver Surgery One important task in surgical simulation is the handling of the interaction of a virtual surgical tool and a deformable organ. The collision detection has to be fast enou... |

29 | Collision prediction for polyhedra under screw motions - KIM, ROSSIGNAC - 2003 |

28 | Box-trees and R-trees with near-optimal query time - Agarwal, Berg, et al. |

27 |
Efficient collision detection for animation
- Lin, Canny
- 1992
(Show Context)
Citation Context ... are already close enough. However, this is not sufficient to identify the colliding regions when the object moves or deforms. The solution is to consider temporal coherence proposed by Lin and Canny =-=[LC92]-=-. If a pair of features is close enough at a time step, it may still be interesting in the next one. This allows to track colliding regions over subsequent time steps as the objects are animated. Furt... |

25 |
Molecular Model-building by Computer
- Levinthal
- 1966
(Show Context)
Citation Context .... Teschner et al. / Collision Detection for Deformable Objects 5. Spatial Subdivision Early spatial subdivision approaches have been proposed for neighborhood queries, e. g. in molecular dynamics. In =-=[Lev66]-=-, the computation of molecular atom interaction is accelerated with a neighborhood search based on a uniform 3D grid. Another related approach is presented in [Rab76], where a hash map is used to repr... |

25 | Deformed distance fields for simulation of non-penetrating flexible bodies - Fisher, Lin - 2001 |

24 | Efficient algorithms for two-phase collision detection
- Mirtich
- 1998
(Show Context)
Citation Context ...es [Mel00]. In [Tur90], spatial hashing has been applied to collision detection for the first time. In [GLGT98], a hybrid approach has been presented which combines spatial and object subdivision. In =-=[Mir97]-=-, a hierarchical spatial hashing approach is presented as part of a robot motion planning algorithm, which is restricted to rigid bodies. In general, BSP trees, octrees or kd-trees are objectdependent... |

24 | Collision and self-collision detection: Efficient and robust solutions for higly deformable surfaces - VOLINO, MAGNENAT-THALMANN - 1995 |

23 | Rapid and accurate contact determination between spline models using shelltrees - Krishnan, Gopi, et al. |

22 | Geometric data structures for computer graphics
- Langetepe, Zachmann
- 2006
(Show Context)
Citation Context ...h node in the tree is associated with a subset of the primitives of the object, together with a BV that encloses this subset with a smallest containing instance of some specified class of shapes. See =-=[ZL03]-=- for a thorough discussion of BVHs in general. One of the design choices with BV trees is the type of BV. In the past, a wealth of BV types has been explored, such as spheres [Hub96, PG95], OBBs [GLM9... |

19 |
Efficient collision detection for models deformed by morphing
- Larsson, Akenine-Moller
- 2003
(Show Context)
Citation Context ...special case of the one described in Section 2.3.2. t1 t1 t 2 Figure 7: If the deformation is a predefined morph, then a BVH for in-between objects can be constructed by morphing the BVs. The idea of =-=[LAM03]-=- is to construct one BVH for one of the morph targets and fit this to the other morph targets, t1 t 2 t 2ssuch that corresponding nodes contain exactly the same vertices. With each node of the BVH, al... |

19 |
Collision Detection for Clothed Human Animation
- Zhang, Yuen
- 2000
(Show Context)
Citation Context ...map is used to represent the 3D grid. There exist various approaches that propose spatial subdivision for collision detection of rigid objects. These algorithms employ uniform grids [Tur90], [GDO00], =-=[ZY00]-=-, octrees [BT95] or BSP trees [Mel00]. In [Tur90], spatial hashing has been applied to collision detection for the first time. In [GLGT98], a hybrid approach has been presented which combines spatial ... |

16 |
The sensitivity of presence to collision response
- UNO, SLATER
- 1997
(Show Context)
Citation Context ...s are just an approximation of the true geometry. Second, the perceived quality of most interactive 3D applications does not depend on exact simulation, but rather on real-time response to collisions =-=[US97]-=-. At the same time, humans cannot distinguish between physically-correct and physically-plausible behavior of objects [BHW96]. Therefore, it can be tolerated to improve the performance of collision de... |

15 | Distance fields for rapid collision detection in physically based modeling
- Fuhrmann, Sobottka, et al.
(Show Context)
Citation Context ...solution was 256 3 and the band width was 10% of the model extent. In some cases, triangular meshes are stored without any adjacency information. Since these are needed for computing Voronoi regions, =-=[FSG03]-=- propose an algorithm which computes distance values independently for each triangle. Except for some sign errors, due to the lack of adjacency information, this technique is able to compute distance ... |

15 | COQUILLART S.: Fast continuous collision detection between rigid bodies - REDON, KHEDDAR - 2002 |

13 | Adb-Trees: Controlling the Error of Time-Critical Collision Detection
- Klein, Zachmann
- 2003
(Show Context)
Citation Context ...n. 3.1. An Average-Case Approach Conceptually, the main idea of this algorithm is to consider sets of polygons at inner nodes of the BVH. During traversal, pairs of these sets of polygons are checked =-=[KZ03]-=-. However, pairs of polygons are never explicitly checked. Therefore, there is no polygon information stored with the nodes of the BVH. Instead, the probability of the existence of a pair of intersect... |

13 | Voxels on fire - Zhao, Wei, et al. |

12 |
CHRYSANTHOU Y.: Fast cloth animation on walking avatars
- VASSILEV, SPANLANG
(Show Context)
Citation Context .... The self-collisions of the cloth are detected by using a bounding volume hierarchy. Updates of a distance field are a common bottleneck of all methods described above. To accelerate theses updates, =-=[VSC01]-=- proposed an image-based approach for computing distance values. Rendering hardware is used for constructing two depth and normal maps of the object, one map for the back of the object and one map for... |

11 | Piecewise Linear Approximation of Signed Distance Fields
- Wu, Kobbelt
- 2003
(Show Context)
Citation Context ...nt to a coarser cell, its corner values have to be changed to match those of the interpolated values at the coarser cell [WKE99]. When using a BSP-tree, memory consumption can be reduced even further =-=[WK03]-=-. This is achieved by using a Teschner et al. / Collision Detection for Deformable Objects piecewise linear approximation of the distance field, which is not necessarily continuous. In [WK03], several... |

10 |
Dynamic plane shifting bsp traversal
- Melax
(Show Context)
Citation Context .... There exist various approaches that propose spatial subdivision for collision detection of rigid objects. These algorithms employ uniform grids [Tur90], [GDO00], [ZY00], octrees [BT95] or BSP trees =-=[Mel00]-=-. In [Tur90], spatial hashing has been applied to collision detection for the first time. In [GLGT98], a hybrid approach has been presented which combines spatial and object subdivision. In [Mir97], a... |

9 | SATHERLEY R.: Using distance fields for object representation and rendering
- JONES
(Show Context)
Citation Context ... grid point are evaluated independently, a tree data structure can be used to cull away distant triangles to speed up computations. An early work of [PT92] applies BVHs. Later, octrees have been used =-=[JS01]-=-. However, these approaches have shown not to be competitive compared to other methods since the computing times are in the order of minutes. Propagation methods start with a narrow band of distances ... |

8 |
S.-K.: Hardwareassisted self-collision for deformable surfaces
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Citation Context ...s with dynamically changing spatial distributions of object primitives. 6. Image-Space Techniques Recently, several image-space techniques have been proposed for collision detection [MOK95], [BWS99], =-=[BW02]-=-, [HZLM01], [KOLM02], [HTG03], [KP03], [GRLM03]. These approaches commonly process projections of objects to accelerate collision queries. Since they do not require any pre-processing , they are espec... |

6 |
SCHÖMER E.: Dynamic collision detection in virtual reality applications
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- 1999
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Citation Context ...gure 9: Continuous collision detection prevents selfintersections in cloth simulation. Image courtesy of Robert Bridson, UBC. A simple way to augment traditional, static BVH traversals is proposed in =-=[ES99]-=-. During the traversals, for each node a new BV is computed that encloses the static BV of the node at times t0 and t1 (and possibly several ti in-between). Other approaches utilize quaternion calculu... |

6 | Monte-carlo collision detection
- Guy, Debunne
- 2004
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Citation Context .... 3.2.1 and Sec. 3.2.2. 3.2.1. Volumetric Elastic Bodies Multiresolution methods have proven to be efficient for the real-time simulation of deformable bodies. In such an environment, Debunne and Guy =-=[GD04]-=- applied a multiresolution, physically-based animation model [DDCB01] in conjunction with the aforementioned approach to help accelerate collision detection. Here, they start by tracking pairs of feat... |

5 | J.: 3d metamorphosis between different types of geometric models
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Citation Context ... morphing [BMWM01, COSL98], volumetric modeling [FPRJ00, BPK ∗ 02], motion planning [HKL ∗ 99] and recently for the animation of fire [ZWF ∗ 03]. Distance fields are sometimes called distance volumes =-=[BMWM01]-=- or distance functions [BMF03]. A distance field D : R 3 → R defines a surface as the zero level set, i. e. S = {p|D(p) = 0}. In contrast to other implicit representations, a simple function evaluatio... |

5 |
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Citation Context ... grid cell size. Experiments suggest that the optimal cell size is about the same as that of the bounding box for a single object primitive, which confirms a similar result that has been presented in =-=[BSW77]-=-. c○ The Eurographics Association and Blackwell Publishing 2005. Teschner et al. / Collision Detection for Deformable Objects 5.1. Conclusion Spatial subdivision is a simple and fast technique to acce... |

5 | Layered Shells for Fast Collision Detection - Debunne, Guy - 2002 |

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Citation Context ...ering the interior of the tool. In [HZLM01], an image-space method is not only employed for collision detection, but also for proximity tests. This method is restricted to 2D objects. In [KOLM02] and =-=[KHLM03]-=-, closest-point queries are performed using bounding-volume hierarchies along with a multipassrendering approach. In [KP03], edge intersections with surfaces can be detected in multi-body environments... |

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Citation Context ...lation environments with dynamically changing spatial distributions of object primitives. 6. Image-Space Techniques Recently, several image-space techniques have been proposed for collision detection =-=[MOK95]-=-, [BWS99], [BW02], [HZLM01], [KOLM02], [HTG03], [KP03], [GRLM03]. These approaches commonly process projections of objects to accelerate collision queries. Since they do not require any pre-processing... |

3 | CANI M.-P., CHAILLOU C.: An intestine surgery simulator: Real-time collision processing and visualization - RAGHUPATHI, GRISONI, et al. |

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Citation Context ...groups of polygons that are part of deformable objects, [MKE03] construct so-called velocity cones throughout their BVHs. Another technique sorts the vertices radially and checks the outer ones first =-=[FW99]-=-. Figure 9: Continuous collision detection prevents selfintersections in cloth simulation. Image courtesy of Robert Bridson, UBC. A simple way to augment traditional, static BVH traversals is proposed... |

2 |
Cani M.-P., Neyret F.: Real-Time Collision Detection for Virtual Surgery
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Citation Context ...ate an approximate representation of its volume. This volume is used to detect penetrating cloth particles. A first image-space approach to collision detection in medical applications is presented in =-=[LCN99]-=-, where insTeschner et al. / Collision Detection for Deformable Objects Figure 17: Left: Collisions (red) and self-collisions (green) of the hand are detected. Middle: Self-collisions (green) are dete... |

1 | MA K.-L.: Virtual clay modeling using adaptive distance fields - BREMER, PORUMBESCU, et al. - 2002 |

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Citation Context ...artifacts may occur during collision detection. (b) Introducing an ε-offset solves the problem. Deformed distance fields have been used to estimate the penetration depth of elastic polyhedral objects =-=[FL01]-=-. In this method, an internal distance field is created by a fast marching level set method, propagating distance information only inside the objects. In order to take deformations of the objects into... |

1 |
KECSKEMÉTHY A.: Reliable multibody collison detection using rungekutta integration polynomials
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Citation Context ...tion. Image courtesy of Robert Bridson, UBC. In multi-body systems, the number of collisions at a single time step can increase significantly, causing simple sign checking methods to fail. Therefore, =-=[GK03]-=- developed a reliable method that adjusts the step size of the integration by including the event functions in the system of differential equations, and by robust root detection. Finding the first poi... |

1 |
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Citation Context ...sues in the following, while efficient ways of updating the hierarchy are discussed in Sec. 2.3. There exist three different strategies to build BVHs, namely top-down, bottom-up [RL85], and insertion =-=[GS87]-=-. However, the top-down strategy is most commonly used for collision detection. The idea of top-down construction is to recursively split a set of object primitives until a threshold is reached. The s... |

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