ACM Home Page
Please provide us with feedback. Feedback
A randomized marking scheme for continuous collision detection in simulation of deformable surfaces
Full text PdfPdf (616 KB)
Source Virtual Reality Continuum And Its Applications archive
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications table of contents
Hong Kong, China
SESSION: Session F5: VR collision detection, occlusion culling, and applications table of contents
Pages: 181 - 188  
Year of Publication: 2006
ISBN:1-59593-324-7
Authors
Wingo Sai-Keung Wong  The Hong Kong Polytechnic University
George Baciu  The Hong Kong Polytechnic University
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 7,   Downloads (12 Months): 38,   Citation Count: 3
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1128923.1128954
What is a DOI?

ABSTRACT

Continuous collision detection techniques are applied extensively in the simulation of deformable surfaces, in particular for cloth simulation. Accurate contact information can be computed by using these techniques. Traditionally, for meshed surfaces, after collecting the triangle pairs that are potentially interacting, the feature pairs of these triangles are directly sent for the computation of collision information. Many feature pairs end up being processed repeatedly because a feature may be shared by more than one triangle. In this paper, we propose a randomized marking scheme to mark triangles and embed a feature filtering layer (FFL) in the pipeline of continuous collision detection. The purpose of the FFL is to extract potentially interacting feature pairs according to the marking of the triangles. By applying the FFL each interacting feature pair is processed exactly one time for the computation of collision information. On average, the number of potentially interacting feature pairs reduces significantly after filtering. We have integrated the FFL in a cloth simulation system. Interactive rates can be achieved for complex draping simulation.


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.

1
 
2
 
3
4
 
5
 
6
 
7
 
8
Culley, R., and Kempf, K. 1986. A Collision Detection Algorithm Based on Velocity and Distance Bounds. In Proceedings of International Conference on Robotics and Automation, 1064--1068.
9
 
10
Liu, J., Ko, M., and Chang, R. 1996. Collision Avoidance in Cloth Animation. Visual Computer 12, 5, 234--243.
11
 
12
 
13
Provot, X. 1997. Collision and Self-Collision Handling in Cloth Model Dedicated to Design Garments. In Computer Animation and Simulation, 177--189.
 
14
 
15
Volino, P., and Magnenat-Thalmann, N. 1994. Efficient Self-Collision Detection on Smoothly Discretised Surface Animation using Geometrical Shape Regularity. Computer Graphics Forum 13, 3 (Sep.), 155--166.
 
16
 
17
 
18
Wong, W. S.-K., and Baciu, G. 2005. Intrinsic Continuous Collision Detection for Deformable Meshes. Research Journal of Textile and Apparel 9, 1, 60--73.
 
19


Collaborative Colleagues:
Wingo Sai-Keung Wong: colleagues
George Baciu: colleagues