Multi-Resolution
Collision Handling for Cloth-like Simulations
We present a novel multi-resolution
algorithm for simulation of complex cloth-like deforming meshes. Our algorithm precomputes a multiresolution
hierarchy by using a combination of “chromatic decomposition” [1] and polygonal
simplification of the underlying mesh. At run-time we selectively refine or
coarsen the mesh based on the collision proximity of the mesh primitives with
non-adjacent primitives. Our algorithm handles all kind of contacts, including
self collisions among mesh primitives. The multi-resolution hierarchy is used
to compute simplification of contact manifolds and to accelerate collision
detection and response computations. We have implemented our algorithm on a
high-end PC and applied it to complex simulations with tens of thousands of
polygons. In practice, our algorithm is able to achieve interactive
performance, while maintaining good visual fidelity.
Benchmark I A simulation sequence taken from a jumping virtual
human simulation. Close proximity wrinkles appear on the pants (10K tris), as the character squats. |
Benchmark II A simulation sequence taken from the opening
curtain (33K tris) simulation. |
Benchmark III A
simulation sequence taken from the cloth (33K tris)
draping simulation. Close proximity wrinkles appear as
the cloth drapes over the bunny. |
Multi-Resolution
Collision Handling for Cloth-like Simulations, Proc. of
Computer Animation and Social Agents 2005 and the special issue of
Computer Animation and Virtual World 2005
Interactive
Collision Detection between Deformable Models using Chromatic Decomposition
CULLIDE:
Interactive Collision Detection between Complex Models using Graphics Hardware
RCULLIDE:
Fast and Reliable Collision Culling using Graphics Processors
Quick-CULLIDE:
Efficient Inter- and Intra-Object Collision Culling using Graphics Hardware
CB #3175, Department of Computer Science
University of North Carolina
Chapel Hill, NC 27599-3175
919.962.1749
geom@cs.unc.edu