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Environment with breakable objects: As the bunny (with 35K triangles), falls through the dragon (with 112K), the number of objects in the scene (shown with a yellow outline) and the triangle count within each object change. Our algorithm computes all the overlapping triangles during each frame. The average collision query time is 35 milliseconds per frame.
We present a reliable culling algorithm that enables fast and accurate collision detection between triangulated models in a complex environment. Our algorithm performs fast visibility queries on the GPUs to eliminate a subset of primitives that are not in close proximity. To overcome the accuracy problems caused by the limited viewport resolution, we compute the Minkowski sum of each primitive with a sphere and perform reliable 2.5D overlap tests between the primitives. We are able to achieve more effective collision culling as compared to prior object-space culling algorithms. Our algorithm can perform reliable GPU-based collision queries at interactive rates on all types of models, including non-manifold geometry, deformable models, and breaking objects.
CULLIDE: Interactive Collision Detection between Complex Models using Graphics Hardware
Quick-CULLIDE: Efficient 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