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165
OBBTree: A Hierarchical Structure for Rapid Interference Detection
, 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 models. It pre-computes a hierarchical representation of models using tight-fitting oriented bounding box ..."
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Cited by 596 (38 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 models. It pre-computes a hierarchical representation of models using tight-fitting oriented bounding box trees (OBBTrees). At runtime, the algorithm traverses two such trees and tests for overlaps between oriented bounding boxes based on a 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 robustly and accurately detect all the contacts between large complex geometries composed of hundreds of thousands of polygons at interactive rates.
Efficient collision detection using bounding volume hierarchies of k-dops
- 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 ..."
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Cited by 198 (4 self)
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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 real-time rates. Applications such as haptic force-feedback can require over 1,000 collision queries per second. In this paper, we develop and analyze a method, based on bounding-volume hierarchies, for efficient collision detection for objects moving within highly complex environments. Our choice of bounding volume is to use a “discrete orientation polytope” (“k-dop”), 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 (“BV-trees”) of bounding k-dops. Further, we propose algorithms for maintaining an effective BV-tree of k-dops for moving objects, as they rotate, and for performing fast collision detection using BV-trees 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
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...
Approximating Polyhedra with Spheres for Time-Critical Collision Detection
- ACM Transactions on Graphics
, 1996
"... This paper presents a method for approximating polyhedral objects to support a timecritical collision-detection algorithm. The approximations are hierarchies of spheres, and they allow the time-critical algorithm to progressively refine the accuracy of its detection, stopping as needed to maintain ..."
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Cited by 162 (1 self)
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This paper presents a method for approximating polyhedral objects to support a timecritical collision-detection algorithm. The approximations are hierarchies of spheres, and they allow the time-critical algorithm to progressively refine the accuracy of its detection, stopping as needed to maintain the real-time performance essential for interactive applications. The key to this approach is a preprocess that automatically builds tightly fitting hierarchies for rigid and articulated objects. The preprocess uses medial-axis surfaces, which are skeletal representations of objects. These skeletons guide an optimization technique that gives the hierarchies accuracy properties appropriate for collision detection. In a sample application, hierarchies built this way allow the time-critical collision-detection algorithm to have acceptable accuracy, improving significantly on that possible with hierarchies built by previous techniques. The performance of the time-critical algorithm in this appli...
Collision Detection for Interactive Graphics Applications
- IEEE Transactions on Visualization and Computer Graphics
, 1995
"... Solid objects in the real world do not pass through each other when they collide. Enforcing this property of "solidness" is important in many interactive graphics applications; for example, solidness makes virtual reality more believable, and solidness is essential for the correctness of vehicle sim ..."
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Cited by 161 (5 self)
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Solid objects in the real world do not pass through each other when they collide. Enforcing this property of "solidness" is important in many interactive graphics applications; for example, solidness makes virtual reality more believable, and solidness is essential for the correctness of vehicle simulators. These applications use a collision-detection algorithm to enforce the solidness of objects. Unfortunately, previous collision-detection algorithms do not adequately address the needs of interactive applications. To work in these applications, a collision-detection algorithm must run at real-time rates, even when many objects can collide, and it must tolerate objects whose motion is specified "on the fly" by a user. This dissertation describes a new collision-detection algorithm that meets these criteria through approximation and graceful degradation, elements of time-critical computing. The algorithm is not only fast but also interruptible, allowing an application to trade accuracy ...
Six degree-of-freedom haptic rendering using voxel sampling
- Proc. of ACM SIGGRAPH
, 1999
"... A simple, fast, and approximate voxel-based approach to 6-DOF haptic rendering is presented. It can reliably sustain a 1000 Hz haptic refresh rate without resorting to asynchronous physics and haptic rendering loops. It enables the manipulation of a modestly complex rigid object within an arbitraril ..."
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Cited by 114 (0 self)
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A simple, fast, and approximate voxel-based approach to 6-DOF haptic rendering is presented. It can reliably sustain a 1000 Hz haptic refresh rate without resorting to asynchronous physics and haptic rendering loops. It enables the manipulation of a modestly complex rigid object within an arbitrarily complex environment of static rigid objects. It renders a short-range force field surrounding the static objects, which repels the manipulated object and strives to maintain a voxel-scale minimum separation distance that is known to preclude exact surface interpenetration. Force discontinuities arising from the use of a simple penalty force model are mitigated by a dynamic simulation based on virtual coupling. A generalization of octree improves voxel memory efficiency. In a preliminary implementation, a commercially available 6-DOF haptic prototype device is driven at a constant 1000 Hz haptic refresh rate from one dedicated haptic processor, with a separate processor for graphics. This system yields stable and convincing force feedback for a wide range of user controlled motion inside a large, complex virtual environment, with very few surface interpenetration events. This level of performance appears suited to applications such as certain maintenance and assembly task simulations that can tolerate voxel-scale minimum separation distances.
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: space-time volume intersection, swept volume interference, multiple interference detection and trajectory parameterization. While some approaches ar ..."
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Cited by 77 (3 self)
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Many applications in Computer Graphics require fast and robust 3D collision detection algorithms. These algorithms can be grouped into four approaches: space-time volume intersection, swept volume interference, multiple interference detection and trajectory parameterization. While some approaches are linked to a particular object representation scheme (e.g., space-time 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 ..."
Choosing Good Distance Metrics and Local Planners for Probabilistic Roadmap Methods
- In Proc. IEEE Int. Conf. Robot. Autom. (ICRA
, 1998
"... Abstract This paper presents a comparative evaluation of different dis-tance metrics and local planners within the context of probabilistic roadmap methods for motion planning. Both C-space andWorkspace distance metrics and local planners are considered. The study concentrates on cluttered three-dim ..."
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Cited by 74 (19 self)
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Abstract This paper presents a comparative evaluation of different dis-tance metrics and local planners within the context of probabilistic roadmap methods for motion planning. Both C-space andWorkspace distance metrics and local planners are considered. The study concentrates on cluttered three-dimensionalWorkspaces typical, e.g., of mechanical designs. Our results include recommendations for selecting appropriate combinationsof distance metrics and local planners for use in motion planning methods, particularly probabilistic roadmap methods. Wefind that each local planner makes some connections than none of the others do-- indicating that better connectedroadmaps will beconstructed using multiple local planners. We propose a new local planning method we call rotate-at-s that outperforms the commonstraight-line in C-space method in crowded environments. 1

