A Unified Discrete Collision Framework for Triangle Primitives

dc.contributor.authorKikuchi, Tomoyoen_US
dc.contributor.authorKanai, Takashien_US
dc.contributor.editorBousseau, Adrienen_US
dc.contributor.editorDay, Angelaen_US
dc.date.accessioned2025-05-09T09:11:41Z
dc.date.available2025-05-09T09:11:41Z
dc.date.issued2025
dc.description.abstractWe present a unified, primitive-first framework with DCD for collision response in physics-based simulations. Previous methods do not provide sufficient solutions on a framework that resolves edge-triangle and edge-edge collisions when handling selfcollisions and inter-object collisions in a unified manner. We define a scalar function and its gradient, representing the distance between two triangles and the movement direction for collision response, respectively. The resulting method offers an effective solution for collisions with minor computational overhead and robustness for any type of deformable object, such as solids or cloth. The algorithm is conceptually simple and easy to implement. When using PBD/XPBD, it is straightforward to incorporate our method into a collision constraint.en_US
dc.description.number2
dc.description.sectionheadersSoft Bodies, Strands, and Silks
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume44
dc.identifier.doi10.1111/cgf.70029
dc.identifier.issn1467-8659
dc.identifier.pages9 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.70029
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf70029
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.rightsAttribution-NonCommercial 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc/4.0/
dc.subjectCCS Concepts: Computing methodologies → Collision detection
dc.subjectComputing methodologies → Collision detection
dc.titleA Unified Discrete Collision Framework for Triangle Primitivesen_US
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