Fast Penetration Volume for Rigid Bodies
dc.contributor.author | Nirel, Dan | en_US |
dc.contributor.author | Lischinski, Dani | en_US |
dc.contributor.editor | Gutierrez, Diego and Sheffer, Alla | en_US |
dc.date.accessioned | 2018-04-14T18:24:08Z | |
dc.date.available | 2018-04-14T18:24:08Z | |
dc.date.issued | 2018 | |
dc.description.abstract | Handling collisions among a large number of bodies can be a performance bottleneck in video games and many other real-time applications. We present a new framework for detecting and resolving collisions using the penetration volume as an interpenetration measure. Given two non-convex polyhedral bodies, a new sampling paradigm locates their near-contact configurations in advance, and stores associated contact information in a compact database. At runtime, we retrieve a given configuration's nearest neighbors. By taking advantage of the penetration volume's continuity, cheap geometric methods can use the neighbors to estimate contact information as well as a translational gradient. This results in an extremely fast, geometry-independent, and trivially parallelizable computation, which constitutes the first global volume-based collision resolution. When processing multiple collisions simultaneously on a 4-core processor, the average running cost is as low as 5 μs. Furthermore, no additional proximity or contact-regions queries are required. These results are orders of magnitude faster than previous penetration volume approaches. | en_US |
dc.description.number | 2 | |
dc.description.sectionheaders | Collision and Motion | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 37 | |
dc.identifier.doi | 10.1111/cgf.13357 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 239-250 | |
dc.identifier.uri | https://doi.org/10.1111/cgf.13357 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf13357 | |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | Computing methodologies | |
dc.subject | Collision detection | |
dc.subject | Physical simulation | |
dc.title | Fast Penetration Volume for Rigid Bodies | en_US |