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16
I-COLLIDE: An interactive and exact collision detection system for large-scale environments
- In Proc. of ACM Interactive 3D Graphics Conference
, 1995
"... We present an exact and interactive collision detection system, I-COLLIDE, for large-scale environments. Such environments are characterized by the number of objects undergoing rigid motion and the complexity of the mod-els. The algorithm does not assume the objects ’ motions can be expressed as a c ..."
Abstract
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Cited by 241 (25 self)
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We present an exact and interactive collision detection system, I-COLLIDE, for large-scale environments. Such environments are characterized by the number of objects undergoing rigid motion and the complexity of the mod-els. 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 in-terfaced with a variety of applications. The algorithm uses a two-level approach based on pruning multiple-object 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 HP-9000/750. 1
Collision Detection Between Geometric Models: A Survey
- In Proc. of IMA Conference on Mathematics of Surfaces
, 1998
"... In this paper, we survey the state of the art in collision detection between general geometric models. The set of models include polygonal objects, spline or algebraic surfaces, CSG models, and deformable bodies. We present a number of techniques and systems available for contact determination. We a ..."
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Cited by 168 (15 self)
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In this paper, we survey the state of the art in collision detection between general geometric models. The set of models include polygonal objects, spline or algebraic surfaces, CSG models, and deformable bodies. We present a number of techniques and systems available for contact determination. We also describe several N-body algorithms to reduce the number of pairwise intersection tests. 1 Introduction The goal of collision detection (also known as interference detection or contact determination) is to automatically report a geometric contact when it is about to occur or has actually occurred. The geometric models may be polygonal objects, splines, or algebraic surfaces. The problem is encountered in computer-aided design and machining (CAD/CAM), robotics and automation, manufacturing, computer graphics, animation and computer simulated environments. Collision detection enables simulationbased design, tolerance verification, engineering analysis, assembly and dis-assembly, motion pla...
Impulse-based Simulation of Rigid Bodies
, 1995
"... We introduce a promising new approach to rigid body dynamic simulation called impulse-based simulation. The method is well suited to modeling physical systems with large numbers of collisions, or with contact modes that change frequently. All types of contact (colliding, rolling, sliding, and restin ..."
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Cited by 127 (11 self)
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We introduce a promising new approach to rigid body dynamic simulation called impulse-based simulation. The method is well suited to modeling physical systems with large numbers of collisions, or with contact modes that change frequently. All types of contact (colliding, rolling, sliding, and resting) are modeled through a series of collision impulses between the objects in contact, hence the method is simpler and faster than constraint-based simulation. We have implemented an impulse-based simulator that can currently achieve interactive simulation times, and real time simulation seems within reach. In addition, the simulator has produced physically accurate results in several qualitative and quantitative experiments. After giving an overview of impulse-based dynamic simulation, we discuss collision detection and collision response in this context, and present
Fast Proximity Queries with Swept Sphere Volumes
, 1999
"... : We present novel algorithms for fast proximity queries using swept sphere volumes. The set of proximity queries includes collision detection and both exact and approximate separation distance computation. We introduce a new family of bounding volumes that correspond to a core primitive shape grown ..."
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Cited by 79 (17 self)
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: We present novel algorithms for fast proximity queries using swept sphere volumes. The set of proximity queries includes collision detection and both exact and approximate separation distance computation. We introduce a new family of bounding volumes that correspond to a core primitive shape grown outward by some offset. The set of core primitive shapes includes a point, line, and rectangle. This family of bounding volumes provides varying tightness of fit to the underlying geometry. Furthermore, we describe efficient and accurate algorithms to perform different queries using these bounding volumes. We present a novel analysis of proximity queries that highlights the relationship between collision detection and distance computation. We also present traversal techniques for accelerating distance queries. These algorithms have been used to perform proximity queries for applications including virtual prototyping, dynamic simulation, and motion planning on complex models. As compared to ...
Incremental algorithms for collision detection between solid models
- IEEE Transactions on Visualization and Computer Graphics
, 1995
"... solid models ..."
Impulse-based Dynamic Simulation
, 1995
"... This paper discusses a new approach to dynamic simulation called impulse-based simulation. We have focused on the twin goals of physical accuracy and computational efficiency. Our simulator can accurately model complex dynamic systems in real time. The organization of this paper is as follows. Secti ..."
Abstract
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Cited by 54 (9 self)
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This paper discusses a new approach to dynamic simulation called impulse-based simulation. We have focused on the twin goals of physical accuracy and computational efficiency. Our simulator can accurately model complex dynamic systems in real time. The organization of this paper is as follows. Section 2 gives an overview of the impulse-based method for dynamic simulation, highlighting its differences from and advantages over more traditional constraint-based methods. Section 3 describes collision check scheduling, and how this standard bottleneck in dynamic simulation can be streamlined. Section 4 discusses our method of resolving collisions between bodies. We treat collisions in a fully general manner, accounting for friction as well as non-perfectly elastic behavior. Correctly computing collision impulses is critical for achieving physically accurate simulations. Finally, section 5 describes some of the simulations wehave performed with our simulator, illustrating the speed and accuracy of the approach, and mentions some future work
Spherical shell: A higher order bounding volume for fast proximity queries
- In Proc. of Third International Workshop on Algorithmic Foundations of Robotics
"... Hierarchical data structures have been widely used to design e cient algorithms for interference detection for robot motion planning and physically-based modeling applications. Most of the hierarchies involve use of bounding volumes which enclose the underlying geometry. These bounding volumes are u ..."
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Cited by 44 (8 self)
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Hierarchical data structures have been widely used to design e cient algorithms for interference detection for robot motion planning and physically-based modeling applications. Most of the hierarchies involve use of bounding volumes which enclose the underlying geometry. These bounding volumes are used to test for interference orcompute distance bounds between the underlying geometry. The e ciency of a hierarchy is directly proportional to the choice ofabounding volume. In this paper, we introduce spherical shells, a higher order bounding volume for fast proximity queries. Each shell corresponds to a portion of the volume between two concentric spheres. We present algorithms to compute tight tting shells and fast overlap between two shells. Moreover, we show that spherical shells provide local cubic convergence to the underlying geometry. As aresult, in many cases they provide faster algorithms for interference detection and distance computation as compared toearlier methods. We also describe an implementation and compare it with other hierarchies. 1
Interactive Occlusion and Automatic Object Placement for Augmented Reality
, 1996
"... We present several techniques for producing two visual and modeling e#ects in augmentedreality. The #rst e#ect involves interactively calculating the occlusions between real and virtual objects. The second e#ect utilizes acollision detection algorithm to automatically move dynamic virtual objects un ..."
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Cited by 19 (2 self)
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We present several techniques for producing two visual and modeling e#ects in augmentedreality. The #rst e#ect involves interactively calculating the occlusions between real and virtual objects. The second e#ect utilizes acollision detection algorithm to automatically move dynamic virtual objects until they come in contact with static real objects in augmentedreality. All of the techniques utilize calibrated data derivedfrom images of a real-world environment. 1. Introduction Augmented reality #AR# is a combination of technologies distinct from virtual reality #VR#, that promises to support a wider range of applications. Interest in AR has substantially increased in the past few years, with research groups exploring diagnostic, manufacturing, medical and repair applications 1 . In augmented reality, the computer provides additional visual information that enhances or augments a user's view of the real world. Instead of replacing the world with a completely virtual environment, as i...
Rapid and Accurate Contact Determination between Spline Models using ShellTrees
, 1998
"... In this paper, we present an efficient algorithm for contact determination between spline models. We make use of a new hierarchy, called ShellTree, that comprises of spherical shells and oriented bounding boxes. Each spherical shell corresponds to a portion of the volume between two concentric spher ..."
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Cited by 18 (3 self)
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In this paper, we present an efficient algorithm for contact determination between spline models. We make use of a new hierarchy, called ShellTree, that comprises of spherical shells and oriented bounding boxes. Each spherical shell corresponds to a portion of the volume between two concentric spheres. Given large spline models, our algorithm decomposes each surface into Bezier patches as part of preprocessing. At runtime it dynamically computes a tight fitting axis-aligned bounding box across each Bezier patch and efficiently checks all such boxes for overlap. Using off-line and on-line techniques for tree construction, our algorithm computes ShellTrees for Bezier patches and performs fast overlap tests between them to detect collisions. The overall approach can trade off runtime performance for reduced memory requirements. We have implemented the algorithm and tested itonlarge models, each composed of hundred ofpatches. Its performance varies with the configurations of the objects. For many complex models composed of hundreds of patches, it can accurately compute the contacts in a few milliseconds.

