Title | ||
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Fast and accurate distance, penetration, and collision queries using point-sphere trees and distance fields |
Abstract | ||
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Collision detection, force computation, and proximity queries are fundamental in interactive gaming, assembly simulations, or virtual prototyping. However, many available methods have to find a trade-off between the accuracy and the high computational speed required by haptics (1 kHz). [McNeely et al. 2006] presented the Voxmap-Pointshell (VPS) Algorithm, which enabled more reliable six-DoF haptic rendering between complex geometries than other approaches based on polygonal data structures. For each colliding object pair, this approach uses (i) a voxelmap or voxelized representation of one object and (ii) a pointshell or point-sampled representation of the other object (see Figure 2). In each cycle, the penetration of the points in the voxelized object is computed, which yields the collision force. [Barbič and James 2008] extended the VPS Algorithm to support deformable objects. This approach builds hierarchical data structures and distance fields that are updated during simulation as the objects deform. |
Year | DOI | Venue |
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2013 | 10.1145/2503385.2503476 | SIGGRAPH Posters |
Keywords | Field | DocType |
objects deform,hierarchical data structure,voxelized object,point-sphere tree,accurate distance,collision detection,colliding object pair,deformable object,distance field,point-sampled representation,collision force,force computation,vps algorithm,homeland security | Computer vision,Data structure,Polygon,Collision detection,Computer graphics (images),Computer science,Collision,Artificial intelligence,Hierarchical database model,Haptic technology,Virtual prototyping,Computation | Conference |
Citations | PageRank | References |
6 | 0.59 | 1 |
Authors | ||
2 |
Name | Order | Citations | PageRank |
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Mikel Sagardia | 1 | 33 | 5.32 |
Thomas Hulin | 2 | 71 | 8.12 |