Abstract
Haptics applications such as surgery simulations require collision detections that are more precise than others. An efficient collision detection method based on the clustering of bounding spheres was proposed in our prior study. This paper analyzes and compares the applied effects of the five most common subdivision surface methods on some 3D models for haptic collision detection. The five methods are Butterfly, Catmull-Clark, Mid-point, Loop, and LS3 (Least Squares Subdivision Surface). After performing a number of experiments, we have concluded that LS3 method is the most appropriate for haptic simulations. The more we applied surface subdivision, the more the collision detection results became precise. However, it is observed that the performance becomes better until a certain threshold and degrades afterward. In order to reduce the performance degradation, we adopted our prior work, which was the fast and precise collision detection method based on adaptive clustering. As a result, we obtained a notable improvement of the speed of collision detection.
Highlights
Collision detection is a crucial issue that arises in haptics applications
We proposed a method for creating bounding spheres with respect to the contact levels of detail (CLOD), which can fit objects while maintaining the balance between high speed and precision of collision detection
Our method is mainly composed of two parts: the bounding spheres formation, and two-level collision detection
Summary
Collision detection is a crucial issue that arises in haptics applications. If there is no collision detection, virtual objects would penetrate each other or will not be able to move them. An ideal haptic rendering requires an update rate of 1000Hz. In general, collision detection for interactive applications has to be done by filling in or covering target objects as tightly as possible with bounding volumes The study on the impact of subdivision surface for interactive haptic rendering is an interesting topic for improving the performance of collision detection. The analysis of the effects in graphical point of view (the appearance and the number of polygons) of the five subdivision surface methods, which are applied three times to a 3D graphics model, are presented. The performance analysis in haptical point of view on the effects of five subdivision surface methods (the update rate, the collision detection speed, and the average triangle area) are elaborated. Lastly, a number of improved results of the collision detection are presented, followed on by our discussion
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