TY - JOUR
T1 - Fast penetration volume for rigid bodies
AU - Nirel, D.
AU - Lischinski, D.
N1 - Funding Information: This work was supported in part by the Israel Science Foundation (ISF) grant no. 2366/16. Publisher Copyright: © 2017 The Authors and The Eurographics Association and John Wiley & Sons Ltd.
PY - 2018
Y1 - 2018
N2 - Handling collisions among a large number of bodies can be a performance bottleneck in video games and many other real-time applications. We present a new framework for detecting and resolving collisions using the penetration volume as an interpene-tration measure. Given two non-convex polyhedral bodies, a new sampling paradigm locates their near-contact configurations in advance, and stores associated contact information in a compact database. At runtime, we retrieve a given configuration’s nearest neighbors. By taking advantage of the penetration volume’s continuity, cheap geometric methods can use the neighbors to estimate contact information as well as a translational gradient. This results in an extremely fast, geometry-independent, and trivially parallelizable computation, which constitutes the first global volume-based collision resolution. When processing multiple collisions simultaneously on a 4-core processor, the average running cost is as low as 5 µs. Furthermore, no additional proximity or contact-regions queries are required. These results are orders of magnitude faster than previous penetration Handling collisions among a large number of bodies can be a performance bottleneck in video games and many other real-time applications. We present a new framework for detecting and resolving collisions using the penetration volume as an interpene-tration measure. Given two non-convex polyhedral bodies, a new sampling paradigm locates their near-contact configurations in advance, and stores associated contact information in a compact database. At runtime, we retrieve a given configuration’s nearest neighbors. By taking advantage of the penetration volume’s continuity, cheap geometric methods can use the neighbors to estimate contact information as well as a translational gradient. This results in an extremely fast, geometry-independent, and trivially parallelizable computation, which constitutes the first global volume-based collision resolution. When processing multiple collisions simultaneously on a 4-core processor, the average running cost is as low as 5 µs. Furthermore, no additional proximity or contact-regions queries are required. These results are orders of magnitude faster than previous penetration.
AB - Handling collisions among a large number of bodies can be a performance bottleneck in video games and many other real-time applications. We present a new framework for detecting and resolving collisions using the penetration volume as an interpene-tration measure. Given two non-convex polyhedral bodies, a new sampling paradigm locates their near-contact configurations in advance, and stores associated contact information in a compact database. At runtime, we retrieve a given configuration’s nearest neighbors. By taking advantage of the penetration volume’s continuity, cheap geometric methods can use the neighbors to estimate contact information as well as a translational gradient. This results in an extremely fast, geometry-independent, and trivially parallelizable computation, which constitutes the first global volume-based collision resolution. When processing multiple collisions simultaneously on a 4-core processor, the average running cost is as low as 5 µs. Furthermore, no additional proximity or contact-regions queries are required. These results are orders of magnitude faster than previous penetration Handling collisions among a large number of bodies can be a performance bottleneck in video games and many other real-time applications. We present a new framework for detecting and resolving collisions using the penetration volume as an interpene-tration measure. Given two non-convex polyhedral bodies, a new sampling paradigm locates their near-contact configurations in advance, and stores associated contact information in a compact database. At runtime, we retrieve a given configuration’s nearest neighbors. By taking advantage of the penetration volume’s continuity, cheap geometric methods can use the neighbors to estimate contact information as well as a translational gradient. This results in an extremely fast, geometry-independent, and trivially parallelizable computation, which constitutes the first global volume-based collision resolution. When processing multiple collisions simultaneously on a 4-core processor, the average running cost is as low as 5 µs. Furthermore, no additional proximity or contact-regions queries are required. These results are orders of magnitude faster than previous penetration.
KW - Computing methodologies → collision detection
KW - Physical simulation
UR - http://www.scopus.com/inward/record.url?scp=85051795618&partnerID=8YFLogxK
U2 - https://doi.org/10.1111/cgf.13357
DO - https://doi.org/10.1111/cgf.13357
M3 - Article
SN - 0167-7055
VL - 37
SP - 239
EP - 250
JO - Computer Graphics Forum
JF - Computer Graphics Forum
IS - 2
ER -