1 / 17

Fast Collision Detection for Deformable Models using Representative-Triangles

This paper presents fast collision detection for deformable models using representative triangles, applicable to continuous and discrete collision detection. It introduces feature-based hierarchies and R-Triangles, improving culling efficiency and reducing duplicate elementary tests. The approach efficiently handles cloth simulation and N-body collisions, showcasing improved performance in benchmarks compared to other algorithms. However, false positive rates remain a concern for future improvements. Implementation details include a greedy algorithm for feature assignment and memory-efficient representation using AABBs.

nwoody
Download Presentation

Fast Collision Detection for Deformable Models using Representative-Triangles

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Fast Collision Detection for Deformable Models using Representative-Triangles By Sean Curtis, Rasmus Tamstorf and Dinesh Manocha Presented by Marcus Parker http://gamma.cs.unc.edu/RTRI

  2. Collision Detection • Triangulated models • Vertices, edges, faces • Discrete collision detection (CD) • 6 elementary tests • Continuous collision detection (CCD) • 15 elementary tests • Culling efficiency

  3. Contributions • Approach applies to both CD and CCD • Feature-based hierarchies • Leaf nodes of (BVH) are features • Representative-Triangles (R-Triangles) • BVH of AABBs • Cloth simulation and N-body collisions

  4. Related Work • Bounding Volume Hierarchies (BVH) • Recomputed for each frame for deformable models • Feature-Based Collision Detection • Largely limited to rigid models • Continuous Collision Detection

  5. Terminology • Feature – vertex, edge, face • Contact – collision between feature pairs • Vertex-face (VF) and edge-edge (EE) for CCD • Edge-face for CD • Culling Efficiency – number of false positive elementary tests • Duplicate Elementary Tests

  6. Feature-Based Hierarchies • Uses set of independent BVHs • one BVH for each feature type • Improves Culling Efficiency • Culling normally on triangles instead of features • Each feature represented only once in corresponding hierarchy

  7. Representative-Triangles • Benefits of feature based hierarches, cost of single hierarchy • Contains basic structural data plus • Feature assignments • Feature bounding volumes • Every feature is assigned to exactly ONE incident triangle

  8. Improved Culling Efficiency • R-Triangles replicate functionality of a feature-based hierarchy • Only test if triangles represent compatible feature pairs • EE or VF • BVs are linked to their R-Triangles eliminates duplicate BV-overlap tests

  9. Eliminating Duplicate Queries • For each compatible feature pair, the corresponding test is dispatched once • Proof based on 3 properties: • I: Every vertex and edge must be represented by a triangle (triangles represent their own faces) • II: Every vertex and edge can be assigned to no more than one triangle • III: If a feature is assigned to a triangle, then it must be incident to that triangle

  10. Optimal Representation • Assignment schema – which features are assigned to which triangles • Maximal schema – feature assignments result in largest number of unassigned triangles • Uniform schema – each triangle has the same number of assigned features • Optimal assignment schema is possible locally but not globally

  11. Implementation • Assign features to triangles via a greedy algorithm • Representation encoded in 4 bits • Upper 2 for vertices, lower 2 for edges • Processing Candidate Triangle Pairs • Element BV Type – AABBs • Memory Requirements

  12. Results • Benchmarks • N-body balls, Cloth Ball, Princess, Flamenco • Compared against 3 other algorithms for query time and number of elementary tests

  13. Analysis/Limitations • Duplicate queries eliminated without excessive cost • Along with culling, provides increase in performance • False positive percentage still over 90%

  14. Future Work • Integration into Simulation • Element Bounding Volumes • Use OBBs or kDOPs instead of AABBs • Dynamic Representative Reassignment

More Related