Abstract

AbstractHandling collisions among a large number of bodies can be a performance bottleneck in video games and many other real‐time applications. We present a new framework for detecting and resolving collisions using the penetration volume as an interpenetration measure. Given two non‐convex polyhedral bodies, a new sampling paradigm locates their near‐contact configurations in advance, and stores associated contact information in a compact database. At runtime, we retrieve a given configuration's nearest neighbors. By taking advantage of the penetration volume's continuity, cheap geometric methods can use the neighbors to estimate contact information as well as a translational gradient. This results in an extremely fast, geometry‐independent, and trivially parallelizable computation, which constitutes the first global volume‐based collision resolution. When processing multiple collisions simultaneously on a 4‐core processor, the average running cost is as low as 5 μs. Furthermore, no additional proximity or contact‐regions queries are required. These results are orders of magnitude faster than previous penetration volume approaches.

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