Abstract
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.
| Original language | English |
|---|---|
| Pages (from-to) | 239-250 |
| Number of pages | 12 |
| Journal | Computer Graphics Forum |
| Volume | 37 |
| Issue number | 2 |
| DOIs | |
| State | Published - 2018 |
Keywords
- Computing methodologies → collision detection
- Physical simulation
All Science Journal Classification (ASJC) codes
- Computer Graphics and Computer-Aided Design
Fingerprint
Dive into the research topics of 'Fast penetration volume for rigid bodies'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver