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CULLIDE Interactive Collision Detection Between Complex.ppt
CULLIDE: Interactive Collision Detection Between Complex Models in Large Environments using Graphics Hardware Naga K. Govindaraju, Stephane Redon, Ming C. Lin, Dinesh Manocha University of North Carolina at Chapel Hill Problem Given a large environment with moving objects, Compute overlapping objects Overlapping triangles in each pair Goal Interactive collision detectionbetween complex objects Large number of objects High primitive count Non-convex objects Open and closed objects Non-rigid Motion Deformable objects Changing topology Real-time Collision Detection using our Approach Related Work Collision detection Hardware accelerated techniques Related Work Object space techniques Two phases Broad phase – Compute object pairs in close proximity Narrow phase – Check each pair for exact collision detection Related Work Broad phase Spatial partitioning Sweep-and-prune Narrow phase Convex objects Spatial partitioning Bounding volume hierarchies Surveys in [Klosowski 1998, Lin and Manocha 2003, Redon et al. 2002] Limitations of Object-space Techniques Considerable pre-processing Hard to achieve real-time performance on complex deformable models Collision Detection using Graphics Hardware Primitive rasterization – sorting in screen-space Interference tests Image Space Techniques Use of graphics hardware CSG rendering [Goldfeather et al. 1989, Rossignac et al. 1990] Interferences and cross-sections [Baciu et al. 1998, Myszkowski 1995, Rossignac et al. 1992, Shinya and Forgue 1991] Minkowski sums [Kim et al. 2001] Cloth animation [Vassilev et al. 2001] Virtual Surgery [Lombardo et al. 1999] Proximity computation [Hoff et al. 2001, 2002] Limitations of Current Approaches Closed models Frame buffer readbacks – slow CPU, GPU and Bandwidth Growth on Consumer PCs Readback Timings NVIDIA GeForce 4 Dell Precision Workstation 1Kx1K depth buffer – 50ms Outline Overview Pruning Algorithm Implementation and Results Conclusions and Future Work Outline Overview Prunin
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