Results 1  10
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23
OBBTree: A hierarchical structure for rapid interference detection
 PROC. ACM SIGGRAPH, 171–180
, 1996
"... We present a data structure and an algorithm for efficient and exact interference detection amongst complex models undergoing rigid motion. The algorithm is applicable to all general polygonal and curved models. It precomputes a hierarchical representation of models using tightfitting oriented bo ..."
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Cited by 718 (45 self)
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We present a data structure and an algorithm for efficient and exact interference detection amongst complex models undergoing rigid motion. The algorithm is applicable to all general polygonal and curved models. It precomputes a hierarchical representation of models using tightfitting oriented bounding box trees. At runtime, the algorithm traverses the tree and tests for overlaps between oriented bounding boxes based on a new separating axis theorem, which takes less than 200 operations in practice. It has been implemented and we compare its performance with other hierarchical data structures. In particular, it can accurately detect all the contacts between large complex geometries composed of hundreds of thousands of polygons at interactive rates, almost one order of magnitude faster than earlier methods.
Efficient Collision Detection of Complex Deformable Models using AABB Trees
 J. Graphics Tools
, 1998
"... We present a scheme for exact collision detection between complex models undergoing rigid motion and deformation. The scheme relies on a hierarchical model representation using axisaligned bounding boxes (AABBs). In recent work, AABB trees have been shown to be slower than oriented bounding box ..."
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Cited by 194 (2 self)
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We present a scheme for exact collision detection between complex models undergoing rigid motion and deformation. The scheme relies on a hierarchical model representation using axisaligned bounding boxes (AABBs). In recent work, AABB trees have been shown to be slower than oriented bounding box (OBB) trees. In this paper, we describe a way to speed up overlap tests between AABBs, such that for collision detection of rigid models, the difference in performance between the two representations is greatly reduced. Furthermore, we show how to quickly update an AABB tree as a model is deformed. We thus find AABB trees to be the method of choice for collision detection of complex models undergoing deformation. In fact, because they are not much slower to test, are faster to build, and use less storage than OBB trees, AABB trees might be a reasonable choice for rigid models as well. Keywords: computer animation, collision detection, hierarchical data structures, deformable model...
Interactive Boolean Operations on SurfelBounded Solids
, 2003
"... In this paper we present an algorithm to perform interactive boolean operations on freeform solids bounded by surfels. We introduce a fast insideoutside test to check whether surfels lie within the bounds of another surfelbounded solid. This enables us to add, subtract and intersect complex solid ..."
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Cited by 61 (2 self)
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In this paper we present an algorithm to perform interactive boolean operations on freeform solids bounded by surfels. We introduce a fast insideoutside test to check whether surfels lie within the bounds of another surfelbounded solid. This enables us to add, subtract and intersect complex solids at interactive rates. Our algorithm is fast both in displaying and constructing the new geometry resulting from the boolean operation. We present a
RECODE: An ImageBased Collision Detection Algorithm
 Proceedings of Pacific Graphics ’98
, 1998
"... Object interactions are ubiquitous in interactive computer graphics, 3D object motion simulations, virtual reality and robotics applications. Most collision detection algorithms are based on geometrical object–space interference tests. Some algorithms have employed an image– space approach to the co ..."
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Cited by 37 (0 self)
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Object interactions are ubiquitous in interactive computer graphics, 3D object motion simulations, virtual reality and robotics applications. Most collision detection algorithms are based on geometrical object–space interference tests. Some algorithms have employed an image– space approach to the collision detection problem. In this article, we demonstrate an image–space collision detection process that allows substatial computational savings during the image–space interference test. This approach makes efficient use of the graphics rendering hardware for real–time complex object interactions.
3dbased reasoning with blocks, support, and stability
 In CVPR
, 2013
"... 3D volumetric reasoning is important for truly understanding a scene. Humans are able to both segment each object in an image, and perceive a rich 3D interpretation of the scene, e.g., the space an object occupies, which objects support other objects, and which objects would, if moved, cause other o ..."
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Cited by 6 (3 self)
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3D volumetric reasoning is important for truly understanding a scene. Humans are able to both segment each object in an image, and perceive a rich 3D interpretation of the scene, e.g., the space an object occupies, which objects support other objects, and which objects would, if moved, cause other objects to fall. We propose a new approach for parsing RGBD images using 3D block units for volumetric reasoning. The algorithm fits image segments with 3D blocks, and iteratively evaluates the scene based on block interaction properties. We produce a 3D representation of the scene based on jointly optimizing over segmentations, block fitting, supporting relations, and object stability. Our algorithm incorporates the intuition that a good 3D representation of the scene is the one that fits the data well, and is a stable, selfsupporting (i.e., one that does not topple) arrangement of objects. We experiment on several datasets including controlled and real indoor scenarios. Results show that our stabilityreasoning framework improves RGBD segmentation and scene volumetric representation. 1.
IntersectionFree Contouring on an Octree Grid
 Proc. 14th Pacific Conf. Computer Graphics and Applications (PG ’06
, 2006
"... A method for extracting intersectionfree isosurfaces from volumetric data with an octree structure is presented. Unlike contouring techniques designed for uniform grids (such as Marching Cubes), adaptive contouring methods (such as Dual Contouring) can and do often generate intersecting polygons. ..."
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Cited by 5 (1 self)
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A method for extracting intersectionfree isosurfaces from volumetric data with an octree structure is presented. Unlike contouring techniques designed for uniform grids (such as Marching Cubes), adaptive contouring methods (such as Dual Contouring) can and do often generate intersecting polygons. Our main contribution is a polygon generation algorithm that produces triangles enclosed in nonoverlapping volumes, which guarantees an intersectionfree mesh. Like other adaptive contouring methods, this new method generates crackfree and featurepreserving surfaces on both uniform and octree grids. We demonstrate the method on both scanned objects and industrial models. 1.
of Applied Sciences
 Concordia University, Quebec, Canada University
, 2002
"... The existing motion editing methods don't take collision between the limbs into account potentially producing implausible motions. Facing this problem, in this paper we present an integrated framework of motion editing for producing collisionfree motion in realtime. We first provide an effici ..."
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Cited by 4 (2 self)
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The existing motion editing methods don't take collision between the limbs into account potentially producing implausible motions. Facing this problem, in this paper we present an integrated framework of motion editing for producing collisionfree motion in realtime. We first provide an efficient scheme for collision detection based on skeleton model, which can fast find the penetration between limbs of human body. Then we provide a novel scheme for constraint generation, which embeds the motion characteristics and interframe coherency into the constraint generator, and preserves the qualities of the original motion and motion consistency in the target motion. Finally, we show how to apply the Kalman filter to constraint resolve in a realtime manner. Comparing to other existing methods, our method not only can obtain the collisionfree motion in real time, but also can preserve the original characteristics as many as possible and generate the new motion similar to the original motion. Experiment shows that our approach is very useful in producing natural and collisionfree motion and efficient enough for application in animation system and game. Keywords motion editing; selfcollision detection; collision avoidance; constraintbased animation
Intersecting General Parametric Surfaces Using Bounding Volumes
 In Tenth Canadian Conference on Computational Geometry  CCCG'98
, 1998
"... This paper describes a robust algorithm for computing all parts of the intersection curve of two general parametric surfaces. The algorithm follows a divideandconquer approach. Surfaces (and parts of them) are enclosed by tight parallel epipeds and axis aligned bounding boxes. If two bounding volu ..."
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Cited by 2 (1 self)
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This paper describes a robust algorithm for computing all parts of the intersection curve of two general parametric surfaces. The algorithm follows a divideandconquer approach. Surfaces (and parts of them) are enclosed by tight parallel epipeds and axis aligned bounding boxes. If two bounding volumes intersect, one surface is split into two patches. This step is repeated recursively for both patches and the other surface until a predefined termination condition is satisfied. The result is an approximation to the intersection curve in the parameter domains of both surfaces and in object space. Interval arithmetic is used for the computation of bounding volumes and to guarantee correctness of the results. Keywords: general surface intersection, interval arithmetic, bounding volumes, parallel epipeds 1 Introduction Surfacetosurface intersection (SSI) is a basic problem in computer aided geometric design (CAGD). If we want to perform calculations on a geometric object we first have to...
New Metrics For Evaluation Of Collision Detection Techniques
 In Proceedings of WSCG
, 1999
"... In this paper we describe new metrics for the evaluation of collision detection techniques. Through careful study of common applications of these techniques we have developed a series of comparative tests that should be conducted when evaluating a collision detection algorithm. We present a comprehe ..."
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Cited by 2 (0 self)
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In this paper we describe new metrics for the evaluation of collision detection techniques. Through careful study of common applications of these techniques we have developed a series of comparative tests that should be conducted when evaluating a collision detection algorithm. We present a comprehensive overview of the two most commonly used collision detection algorithms, Enhanced GJK and VClip, and analyse them using the new metrics. Keywords: collision detection, computer graphics, computer animation, performance metrics. 1. INTRODUCTION Physically realistic animation has long been a Holy Grail in the field of computer graphics. Recently, as well as facilitating the production of more realistic animations, attention has turned to producing interactive graphics. Collision detection is a vital component of such a system, which often accounts for over 95% of total computation time [Mirti96a]. Many of the collision detection algorithms in use today have been developed for robot mo...
Module Based Design for Rigid Body Simulators
, 2002
"... In this paper we outline a module design for a rigid body simualtor. The purpose of the module design is to clarify how many parts a simualtor consist of and how these parts work together. The module design can be used as a guideline for how one should implement a simulator. The paper contributes to ..."
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Cited by 1 (0 self)
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In this paper we outline a module design for a rigid body simualtor. The purpose of the module design is to clarify how many parts a simualtor consist of and how these parts work together. The module design can be used as a guideline for how one should implement a simulator. The paper contributes to the field of dynamic simulation by introducing the concepts of a time control module, a motion solver and a contact analysis module.