DMCA
Image-based Collision Detection and Response between Arbitrary Volume Objects
Citations: | 19 - 5 self |
Citations
575 | WITKIN A.: Large steps in cloth simulation
- BARAFF
- 1998
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Citation Context ...sed independently of the collision detection. While contact response between rigid bodies is generally based on constraints [Bar94, MC95], contact responses for soft bodies can rely on penalty forces =-=[BW98]-=-, constraints [Pro97, VMT00], or a sophisticated mix of them [BFA02]. Our intersection model uses Layered Depth Images (LDI), which were introduced to compactly represent multiple layers of geometry s... |
455 | Layered depth images
- Shade, Gortler, et al.
- 1998
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Citation Context ...MT00], or a sophisticated mix of them [BFA02]. Our intersection model uses Layered Depth Images (LDI), which were introduced to compactly represent multiple layers of geometry seen from one viewpoint =-=[SGwHS98]-=-. The approach was extended by Heidelberger et al. [HTG03, HTG04] to build geometrical models of volume intersections. Pairs of colliding axis-aligned bounding boxes (AABB) of the objects are computed... |
300 | J.: Robust treatment of collisions, contact and friction for cloth animation
- BRIDSON, FEDKIW, et al.
- 2002
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Citation Context ...e between rigid bodies is generally based on constraints [Bar94, MC95], contact responses for soft bodies can rely on penalty forces [BW98], constraints [Pro97, VMT00], or a sophisticated mix of them =-=[BFA02]-=-. Our intersection model uses Layered Depth Images (LDI), which were introduced to compactly represent multiple layers of geometry seen from one viewpoint [SGwHS98]. The approach was extended by Heide... |
278 | Fast contact force computation for nonpenetrating rigid bodies - Baraff - 1994 |
178 | Impulse-based Simulation of Rigid Bodies - Mirtich, Canny - 1995 |
134 | Interactive order-independent transparency.
- Everitt
- 2001
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Citation Context ... forces. We detail hereinafter more precisely each phase and discuss a more powerful GPU implementation for Phase 4. The LDIs are built in Phase 2 using a GPU-friendly depthpeeling algorithm based on =-=[Eve01]-=-. We exploit the functionalities of the new graphics hardware to enhance the efficiency of the approach. During this stage, two colliding objects are simultaneously rendered to sort their texels, free... |
127 | 3d collision detection: A survey - Jimenez, Thomas, et al. - 2001 |
119 | detection for deformable objects - TESCHNER, KIMMERLE, et al. - 2004 |
107 |
Collision and Self-Collision Handling in Cloth Model Dedicated to Design Garments
- Provot
- 1997
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Citation Context ...llision detection. While contact response between rigid bodies is generally based on constraints [Bar94, MC95], contact responses for soft bodies can rely on penalty forces [BW98, VMT00], constraints =-=[Pro97]-=-, or a sophisticated mix of them [BFA02]. Our intersection model uses Layered Depth Images (LDI), which were introduced to compactly represent multiple layers of geometry seen from one viewpoint [SGwH... |
89 | Collision and proximity queries”, - Lin, Manocha - 2003 |
73 | SOFA: an open source framework for medical simulation,” - Allard, Cotin, et al. - 2007 |
69 | Implementing fast Cloth Simulation with Collision Response - Volino, Magnenat-Thalmann - 2000 |
50 | H.: Detection of collisions and self-collisions using image-space techniques
- HEIDELBERGER, TESCHNER, et al.
(Show Context)
Citation Context ...e the efficiency of the approach. During this stage, two colliding objects are simultaneously rendered to sort their texels, freeing us from applying Boolean intersections on the CPU afterwards as in =-=[HTG04]-=-. Each mesh is represented as a soup of triangles and is sent to the GPU. The fragment shader outputs into a RGBA texture for each pass the barycentric coordinates of the corresponding pixel, along wi... |
50 | DiFi: Fast 3D distance field computation using graphics hardware. Computer Graphics Forum (Proc
- Sud, Otaduy, et al.
(Show Context)
Citation Context ...04], using a rasterization-based penalty method for computing contact forces based on a penetration depth and direction estimate. The GPU can also compute distance fields using a uniform spatial grid =-=[SOM04]-=-. However this operation remains expensive for deformable bodies. The computation of contact forces is most often performed and discussed independently of the collision detection. While contact respon... |
40 | Consistent penetration depth estimation for deformable collision response - Heidelberger, Teschner, et al. - 2004 |
38 |
C.: Fast penetration depth estimation for elastic bodies using deformed distance fields
- FISHER, LIN
- 2001
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Citation Context ...ese methods have been mostly applied to rigid objects, since the distance field can be precomputed during the initialization of the simulation. Approximated distance field updates have been presented =-=[FL01]-=-, based on volumetric meshes of object volumes, to accelerate the computation. Another difficulty comes from the discontinuities of the mapping from a 3D space to a surface, which can generate unstabl... |
33 | H.: An implicit finite element method for elastic solids in contact - HIROTA, FISHER, et al. |
33 | M.: Real-time volumetric intersections of deforming objects - HEIDELBERGER, TESCHNER, et al. - 2003 |
31 |
MAGNENAT-THALMANN N.: Resolving surface collisions through intersection contour minimization
- VOLINO
- 2006
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Citation Context ...ng and updating the polygonal mesh at each time step, and distance computations. The minimization of the intersection volume has been applied to the case of two-dimensional objects in cloth animation =-=[VMT06]-=-. This idea has also been applied to simple shapes in the mechanics community [CW05]. In recent years, image-based methods have been introduced to exploit the computational power of graphics hardware ... |
29 | K.: Order independent transparency with dual depth peeling
- BAVOIL, MYERS
- 2008
(Show Context)
Citation Context ...m GPU to CPU by performing the detection and computing the forces entirely in the GPU. In the near future, the advances in available power and architecture on GPU as well as more efficient algorithms =-=[BM08]-=- may allow considerable performance improvements. Acknowledgments We would like to thank Michael Adam, Antonin Fontanille and the SOFA team for their support, as well as Laurence Boissieux for graphic... |
28 | 2005), Decomposition contact response (DCR) for explicit finite element dynamics
- Cirak, West
(Show Context)
Citation Context ...minimization of the intersection volume has been applied to the case of two-dimensional objects in cloth animation [VMT06]. This idea has also been applied to simple shapes in the mechanics community =-=[CW05]-=-. In recent years, image-based methods have been introduced to exploit the computational power of graphics hardware and their ability to rasterize polygons efficiently. Given mesh geometries, these me... |
26 | Haptic display of interaction between textured models
- OTADUY, JAIN, et al.
- 2004
(Show Context)
Citation Context ...tions are required to model the intersections and the contact forces, with the same stability issues as in full CPU methods. Encoding geometric details on rigid bodies in textures have been addressed =-=[OJSL04]-=-, using a rasterization-based penalty method for computing contact forces based on a penetration depth and direction estimate. The GPU can also compute distance fields using a uniform spatial grid [SO... |
18 | Time-critical distributed contact for 6-DoF haptic rendering of adaptively sampled reduced deformable models,”
- Barbic, James
- 2007
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Citation Context ...pagation schemes avoiding inconsistent reactions have been proposed [HTK ∗ 04]. Alternatively, repulsions can be stabilized using forces parallel to the normals of the vertices penetrating the volume =-=[BJ07]-=-. Applying forces to the surface of the intersection volume using a polygonal mesh has been proposed [HFS ∗ 01], based on distance. Our image-based technique avoids both the complexity of creating and... |
16 | MANOCHA D.: Quick-cullide: Fast inter- and intra-object collision culling using graphics hardware
- GOVINDARAJU, LIN
(Show Context)
Citation Context ...tures, they can be efficiently applied to both deformable and rigid objects, and they have been used to produce very impressive interactive simulations. The contact pairs can be composed of triangles =-=[GLM05]-=- or points c○ The Eurographics Association 2008.F. Faure & S. Barbier & J. Allard & F. Falipou / Image-based Collision Detection and Response between Arbitrary Volume Objects (a) (c) (a) (b) (c) Figu... |
16 | TORRAS C.: 3d collision detection: A survey - JIMENEZ, THOMAS - 2001 |
14 |
SZELISKI R.: Layered Depth Images
- SHADE, GORTLER, et al.
- 1998
(Show Context)
Citation Context ...ro97], or a sophisticated mix of them [BFA02]. Our intersection model uses Layered Depth Images (LDI), which were introduced to compactly represent multiple layers of geometry seen from one viewpoint =-=[SGwHS98]-=-. The approach was extended by Heidelberger et al. [HTG03, HTG04] to build geometrical models of volume intersections. Pairs of colliding axis-aligned bounding boxes (AABB) of the objects are computed... |
12 | CHRYSANTHOU Y.: Fast cloth animation on walking avatars - VASSILEV, SPANLANG |
8 |
and Dinesh Manocha. Fast continuous collision detection among deformable models using graphics processors
- Govindaraju, Kabul, et al.
- 2007
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Citation Context ...he LDI process. (a): AABB computations, (b): Rasterization of each object, (c): Volume intersection. (b) (d) in volumes [VSC01, HTG03]. Extensions to continuoustime detections have been also proposed =-=[GKLM07]-=-. After the detection, additional CPU computations are required to model the intersections and the contact forces, with the same stability issues as in full CPU methods. Encoding geometric details on ... |
5 |
Decomposition-based contact response (dcr) for explicit finite element dynamics
- Cirak, West
- 2005
(Show Context)
Citation Context ...minimization of the intersection volume has been applied to the case of two-dimensional objects in cloth animation [VMT06]. This idea has also been applied to simple shapes in the mechanics community =-=[CW05]-=-. In recent years, image-based methods have been introduced to exploit the computational power of graphics hardware and their ability to rasterize polygons efficiently. Given mesh geometries, these me... |