Abstract

February 01 2006 Efficient Collision Culling among Deformable Objects using Graphics Processors Naga K. Govindaraju, Naga K. Govindaraju Search for other works by this author on: This Site Google Scholar Ming C. Lin, Ming C. Lin Search for other works by this author on: This Site Google Scholar Dinesh Manocha Dinesh Manocha Department of Computer Science, University of North Carolina at Chapel Hill, Chapel Hill NC 27599-3175 Search for other works by this author on: This Site Google Scholar Author and Article Information Naga K. Govindaraju Ming C. Lin Dinesh Manocha Department of Computer Science, University of North Carolina at Chapel Hill, Chapel Hill NC 27599-3175 Correspondence to: naga@cs.unc.edu © 2006 by the Massachusetts Institute of Technology2006 Presence: Teleoperators and Virtual Environments (2006) 15 (1): 62–76. https://doi.org/10.1162/pres.2006.15.1.62 Cite Icon Cite Permissions Share Icon Share Twitter LinkedIn Views Icon Views Article contents Figures & tables Video Audio Supplementary Data Peer Review Search Site Citation Naga K. Govindaraju, Ming C. Lin, Dinesh Manocha; Efficient Collision Culling among Deformable Objects using Graphics Processors. Presence: Teleoperators and Virtual Environments 2006; 15 (1): 62–76. doi: https://doi.org/10.1162/pres.2006.15.1.62 Download citation file: Ris (Zotero) Reference Manager EasyBib Bookends Mendeley Papers EndNote RefWorks BibTex toolbar search Search nav search search input Search input auto suggest search filter All ContentAll JournalsPRESENCE: Virtual and Augmented Reality Search Advanced Search Abstract We present a fast collision culling algorithm for performing inter- and intra-object collision detection among complex models using graphics hardware. Our algorithm utilizes visibility queries on the GPUs to eliminate a subset of geometric primitives that are not in close proximity and computes a potentially colliding set (PCS) of primitives. We perform no precomputation and the algorithm proceeds in multiple stages: object-level PCS computation, subobject level PCS computation, followed by exact collision detection. We extend our PCS computation algorithm to perform intra-object or self-collisions between complex models. Furthermore, we describe a novel visibility-based classification scheme to reduce the size of potentially-colliding sets of objects and primitives, and the number of visibility queries for further improving the performance and culling efficiency. We have implemented our algorithm on a PC with an NVIDIA GeForce FX 6800 Ultra graphics card and applied it to three complex simulations, each consisting of objects with tens of thousands of triangles. In practice, we are able to compute all the self-collisions for cloth simulation up to image-space precision at interactive rates. This content is only available as a PDF. © 2006 by the Massachusetts Institute of Technology2006 You do not currently have access to this content.

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