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Fast and reliable collision culling using graphics hardware
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Source Virtual Reality Software and Technology archive
Proceedings of the ACM symposium on Virtual reality software and technology table of contents
Hong Kong
SESSION: Session 1A: object interactions and collisions table of contents
Pages: 2 - 9  
Year of Publication: 2004
ISBN:1-58113-907-1
Authors
Naga K. Govindaraju  University of North Carolina at Chapel Hill
Ming C. Lin  University of North Carolina at Chapel Hill
Dinesh Manocha  University of North Carolina at Chapel Hill
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 4,   Downloads (12 Months): 31,   Citation Count: 11
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ABSTRACT

We present a reliable culling algorithm that enables fast and accurate collision detection between triangulated models in a complex environment. Our algorithm performs fast visibility queries on the GPUs for eliminating a subset of primitives that are not in close proximity. To overcome the accuracy problems caused by the limited viewport resolution, we compute the Minkowski sum of each primitive with a sphere and perform reliable 2.5D overlap tests between the primitives. We are able to achieve more effective collision culling as compared to prior object-space culling algorithms. We integrate our culling algorithm with CULLIDE [8] and use it to perform reliable GPU-based collision queries at interactive rates on all types of models, including non-manifold geometry, deformable models, and breaking objects.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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CITED BY  11
 
 
 
 

Collaborative Colleagues:
Naga K. Govindaraju: colleagues
Ming C. Lin: colleagues
Dinesh Manocha: colleagues