Results 1  10
of
118
ICOLLIDE: An interactive and exact collision detection system for largescale environments
 In Proc. of ACM Interactive 3D Graphics Conference
, 1995
"... We present an exact and interactive collision detection system, ICOLLIDE, for largescale environments. Such environments are characterized by the number of objects undergoing rigid motion and the complexity of the models. The algorithm does not assume the objects ’ motions can be expressed as a c ..."
Abstract

Cited by 296 (25 self)
 Add to MetaCart
We present an exact and interactive collision detection system, ICOLLIDE, for largescale environments. Such environments are characterized by the number of objects undergoing rigid motion and the complexity of the models. The algorithm does not assume the objects ’ motions can be expressed as a closed form function of time. The collision detection system is general and can be easily interfaced with a variety of applications. The algorithm uses a twolevel approach based on pruning multipleobject pairs using bounding boxes and performing exact collision detection between selected pairs of polyhedral models. We demonstrate the performance of the system in walkthrough and simulation environments consisting of a large number of moving objects. In particular, the system takes less than l/20 of a second to determine all the collisions and contacts in an environment consisting of more than a 1000 moving polytopes, each consisting of more than 50 faces on an HP9000/750. 1
Efficient collision detection using bounding volume hierarchies of kdops
 IEEE Transactions on Visualization and Computer Graphics
, 1998
"... Abstract—Collision detection is of paramount importance for many applications in computer graphics and visualization. Typically, the input to a collision detection algorithm is a large number of geometric objects comprising an environment, together with a set of objects moving within the environment ..."
Abstract

Cited by 250 (4 self)
 Add to MetaCart
Abstract—Collision detection is of paramount importance for many applications in computer graphics and visualization. Typically, the input to a collision detection algorithm is a large number of geometric objects comprising an environment, together with a set of objects moving within the environment. In addition to determining accurately the contacts that occur between pairs of objects, one needs also to do so at realtime rates. Applications such as haptic forcefeedback can require over 1,000 collision queries per second. In this paper, we develop and analyze a method, based on boundingvolume hierarchies, for efficient collision detection for objects moving within highly complex environments. Our choice of bounding volume is to use a “discrete orientation polytope” (“kdop”), a convex polytope whose facets are determined by halfspaces whose outward normals come from a small fixed set of k orientations. We compare a variety of methods for constructing hierarchies (“BVtrees”) of bounding kdops. Further, we propose algorithms for maintaining an effective BVtree of kdops for moving objects, as they rotate, and for performing fast collision detection using BVtrees of the moving objects and of the environment. Our algorithms have been implemented and tested. We provide experimental evidence showing that our approach yields substantially faster collision detection than previous methods. Index Terms—Collision detection, intersection searching, bounding volume hierarchies, discrete orientation polytopes, bounding boxes, virtual reality, virtual environments. 1
Accurate and fast proximity queries between polyhedra using convex surface decomposition
, 2001
"... The need to perform fast and accurate proximity queries arises frequently in physicallybased modeling, simulation, animation, realtime interaction within a virtual environment, and game dynamics. The set of proximity queries include intersection detection, tolerance verification, exact and approxi ..."
Abstract

Cited by 106 (13 self)
 Add to MetaCart
The need to perform fast and accurate proximity queries arises frequently in physicallybased modeling, simulation, animation, realtime interaction within a virtual environment, and game dynamics. The set of proximity queries include intersection detection, tolerance verification, exact and approximate minimum distance computation, and (disjoint) contact determination. Specialized data structures and algorithms have often been designed to perform each type of query separately. We present a unified approach to perform any of these queries seamlessly for general, rigid polyhedral objects with boundary representations which are orientable 2manifolds. The proposed method involves a hierarchical data structure built upon a surface decomposition of the models. Furthermore, the incremental query algorithm takes advantage of coherence between successive frames. It has been applied to complex benchmarks and compares very favorably with earlier algorithms and systems. 1.
3D Collision Detection: A Survey
 Computers and Graphics
, 2000
"... Many applications in Computer Graphics require fast and robust 3D collision detection algorithms. These algorithms can be grouped into four approaches: spacetime volume intersection, swept volume interference, multiple interference detection and trajectory parameterization. While some approaches ar ..."
Abstract

Cited by 94 (3 self)
 Add to MetaCart
Many applications in Computer Graphics require fast and robust 3D collision detection algorithms. These algorithms can be grouped into four approaches: spacetime volume intersection, swept volume interference, multiple interference detection and trajectory parameterization. While some approaches are linked to a particular object representation scheme (e.g., spacetime volume intersection is particularly suited to a CSG representation), others do not. The multiple interference detection approach has been the most widely used under a variety of sampling strategies, reducing the collision detection problem to multiple calls to static interference tests. In most cases, these tests boil down to detecting intersections between simple geometric entities, such as spheres, boxes aligned with the coordinate axes, or polygons and segments. The computational cost of a collision detection algorithm depends not only on the complexity of the basic interference test used, but also on the ...
Incremental algorithms for collision detection between solid models
 IEEE Transactions on Visualization and Computer Graphics
, 1995
"... solid models ..."
(Show Context)
Elastic strips: A framework for motion generation in human environments
 International Journal of Robotics Research
"... Robotic applications are expanding into dynamic, unstructured, and populated environments. Mechanisms specifically designed to address the challenges arising in these environments, such as humanoid robots, exhibit high kinematic complexity. This creates the need for new algorithmic approaches to m ..."
Abstract

Cited by 77 (5 self)
 Add to MetaCart
(Show Context)
Robotic applications are expanding into dynamic, unstructured, and populated environments. Mechanisms specifically designed to address the challenges arising in these environments, such as humanoid robots, exhibit high kinematic complexity. This creates the need for new algorithmic approaches to motion generation, capable of performing task execution and realtime obstacle avoidance in highdimensional configuration spaces. The elastic strip framework presented in this paper enables the execution of a previously planned motion in a dynamic environment for robots with many degrees of freedom. To modify a motion in reaction to changes in the environment, realtime obstacle avoidance is combined with desired posture behavior. The modification of a motion can be performed in a taskconsistent manner, leaving task execution unaffected by obstacle avoidance and posture behavior. The elastic strip framework also encompasses methods to suspend task behavior when its execution becomes inconsistent with other constraints imposed on the motion. Task execution is resumed automatically, once those constraints have been removed. Experiments demonstrating these capabilities on a nine degreeoffreedom mobile manipulator and a 34 degreeoffreedom humanoid robot are presented, proving the elastic strip framework to be a powerful and versatile taskoriented approach to realtime motion generation and motion execution for robots with a large number of degrees of freedom in dynamic environments. 1
A Framework For Efficient Minimum Distance Computations
, 1998
"... In this paper we present a framework for minimum distance computations that allows efficient solution of minimum distance queries on a variety of surface representations, including sculptured surfaces. The framework depends on geometric reasoning rather than numerical methods and can be implemented ..."
Abstract

Cited by 67 (11 self)
 Add to MetaCart
In this paper we present a framework for minimum distance computations that allows efficient solution of minimum distance queries on a variety of surface representations, including sculptured surfaces. The framework depends on geometric reasoning rather than numerical methods and can be implemented straightforwardly. We demonstrate performance that compares favorably to other polygonal methods and is faster than reported results for other methods on sculptured surfaces. 1 Introduction We introduce a framework for minimum distance calculations that applies well to both polygonal and parametric model representations (Figure 1). The resulting methods scale well with problem size, have timecritical properties, and are interactive for large polygonal models and sculptured surfaces. In robotics, minimum distance queries have been used in path planning [2], path modification [25], and collision avoidance [15]. In computer graphics, minimum distance computations have played roles in physical...