2D Rigid Body Dynamics using

Hardware Accelerated Voronoi Diagrams

Andrew G. Zaferakis



  Progress Update March 30, 2000
  Progress Update April 20, 2000
  Final Report May 12, 2000
  Project Presentation May 12, 2000

GOAL

Using graphics hardware to fast compute the generalized voronoi diagram, it is possible to use this information to determine between objects. Think of particles falling through a scene that is cluttered with objects. The particles will bounce off the objects and eventually come to a resting position. To determine the collisions, I will use the depth buffer, created by the voronoi diagram of the objects in the scene, to determine a particle's distance from an object.  Each particle will then know its distance from the closest voronoi site (object) in the scene, when the distance is very small it has collided with an object.

MOTIVATION

Using graphics hardware to fast compute the generalized voronoi diagrams is a new topic in computer science.  Since graphics hardware is extremely fast, it can be used as an easy way to perform fast collision detection.  The ability to speed up a graphical rigid body simulation is useful for many applications.

PERSONAL INTEREST

Interactive and dynamic 2D and 3D computer graphics are of particular interest to me.  I would like to explore the various ways to increase the speed of simulations and other dynamic applications.  Rigid body dynamics is a method that is used in many applications, which will give me a good perspective on how to tackle diverse problems.  Using hardware to fast compute voronoi diagrams is relatively new and not much research has been published, giving me the opportunity to publish my findings.

PREVIOUS WORK

Fast computation of generalized voronoi diagrams originated here at the UNC, by Kenny Hoff, Dinesh Manocha, and others in the Geometry Group presented at SIGGRAPH '99.  UNC has also done research in interactive motion planning, which uses the voronoi diagram and graphics hardware.  Kenny's previous particle demonstration uses the voronoi distance as a repulsion field for the particles. As the particle comes closer to the object, the repulsion is greater, that way never having to actually detect the collision, which might be missed due to a jump in the timestep. I will attempt to use newtoni I am also using Witkin and Baraff's SIGGRAPH course notes on physically based modelling.

DEMONSTRATION

I would like to show an interactive demonstration of 2D rigid body dynamics using OpenGL.  In addition I am planning on presenting my research findings using powerpoint slides and possibly a technical paper.


346 Sitterson Hall, CB #3175, Chapel Hill, NC 27599-3175, andrewz@cs.unc.edu