ACM Home Page
Please provide us with feedback. Feedback
Fast penetration depth computation for physically-based animation
Full text PdfPdf (2.08 MB)
Source Symposium on Computer Animation archive
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation table of contents
San Antonio, Texas
SESSION: Collisions and deformations table of contents
Pages: 23 - 31  
Year of Publication: 2002
ISBN:1-58113-573-4
Authors
Young J. Kim  University of North Carolina at Chapel Hill
Miguel A. Otaduy  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
Eurographics: Eurographics
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): 46,   Citation Count: 15
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/10.1145/545261.545266
What is a DOI?

ABSTRACT

We present a novel and fast algorithm to compute penetration depth (PD) between two polyhedral models for physically-based animation. Given two overlapping polyhedra, it computes the minimal translation distance to separate them using a combination of object-space and image-space techniques. The algorithm computes pairwise Minkowski sums of decomposed convex pieces and performs a closest point query using rasterization hardware. It uses bounding volume hierarchies, object-space and image-space culling algorithms to further accelerate the computation and refines the estimated PD in a hierarchical manner. We demonstrate its application to contact response computation and a time-stepping method for dynamic 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
BARBER, B., DOBKIN, D., AND HUHDANPAA, H. 1993. The quickhull algorithm for convex hull. Tech. Rep. GCG53, The Geometry Center, MN.
 
5
BERGEN, G. 2001. Proximity queries and penetration depth computation on 3D game objects. Game Developers Conference.
 
6
CAMERON, S., AND CULLEY, R. K. 1986. Determining the minimum translational distance between two convex polyhedra. Proceedings of International Conference on Robotics and Automation, 591-596.
 
7
CAMERON, S. 1997. Enhancing GJK: Computing minimum and penetration distance between convex polyhedra. Proceedings of International Conference on Robotics and Automation, 3112-3117.
 
8
 
9
DOBKIN, D., HERSHBERGER, J., KIRKPATRICK, D., AND SURI, S. 1993. Computing the intersection-depth of polyhedra. Algorithmica 9, 518-533.
 
10
EHMANN, S., AND LIN, M. C. 2001. Accurate and fast proximity queries between polyhedra using convex surface decomposition. Computer Graphics Forum (Proc. of Eurographics'2001) 20, 3.
 
11
EPSTEIN, D., JANSEN, F., AND ROSSIGNAC, J. 1989. Z-buffering rendering from CSG: The trickle algorithm. Tech. rep., IBM Research Report RC15182.
 
12
 
13
GILBERT, E. G., JOHNSON, D. W., AND KEERTHI, S. S. 1988. A fast procedure for computing the distance between objects in three-dimensional space. IEEE J. Robotics and Automation vol RA-4, 193-203.
14
15
 
16
 
17
GUIBAS, L., AND SEIDEL, R. 1987. Computing convolutions by reciprocal search. Discrete Comput. Geom 2, 175-193.
 
18
19
 
20
 
21
KAUL, A., AND ROSSIGNAC, J. 1992. Solid-interpolating deformations: construction and animation of pips. Computer and Graphics 16, 107-116.
 
22
KIM, Y. J., LIN, M. C., AND MANOCHA, D. 2002. DEEP: Dual-space Expansion for Estimating Penetration depth between convex polytopes. In IEEE Conference on Robotics and Automation.
 
23
KIM, Y. J., OTADUY, M. A., LIN, M. C., AND MANOCHA, D. 2002. Fast penetration depth computation using rasterization hardware and hierarchical refinement. Tech. rep. TR02-014, UNC-Chapel Hill.
 
24
 
25
LIN, M., AND CANNY, J. F. 1991. Efficient algorithms for incremental distance computation. In IEEE Conference on Robotics and Automation, 1008-1014.
26
 
27
28
29
 
30
31
 
32
ONG, C. J., AND GILBERT, E. 1996. Growth distances: New measures for object separation and penetration. IEEE Transactions on Robotics and Automation 12, 6.
33
 
34
STEWART, D. E., AND TRINKLE, J. C. 1996. An implicit time-stepping scheme for rigid body dynamics with inelastic collisions and Coulomb friction. International Journal of Numerical Methods in Engineering 39, 2673-2691.
 
35
THEOHARIS, T., PAPAIANNOU, G., AND KARABASSI, E. 2001. The magic of the Z-buffer: A survey. Proc. of 9th International Conference on Computer Graphics, Visualization and Computer Vision, WSCG.
 
36
WIEGAND, T. F. 1996. Interactive rendering of CSG models. Computer Graphics Forum 15, 4, 249-261.
 
37
WITKIN, A., AND BARAFF, D. 1997. Physically Based Modeling: Principles and Practice. ACM Press. Course Notes of ACM SIGGRAPH.

CITED BY  16

Collaborative Colleagues:
Young J. Kim: colleagues
Miguel A. Otaduy: colleagues
Ming C. Lin: colleagues
Dinesh Manocha: colleagues