Title
Fast and accurate distance, penetration, and collision queries using point-sphere trees and distance fields
Abstract
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
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
Mikel Sagardia1335.32
Thomas Hulin2718.12