2012
DOI: 10.1007/s00371-012-0706-z
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Virtual subdivision for GPU based collision detection of deformable objects using a uniform grid

Abstract: We present an improved uniform subdivision based discrete and continuous collision detection approach for deformable objects consisting of triangle meshes without any assumption about triangle size. A previously proposed technique using control bits can effectively eliminate redundant object pairs appearing in multiple cells, but this scheme requires the grid cell size adapted to the largest object, and efficiency tends to be severely impaired when object size varies strongly. In this paper, we discuss an appr… Show more

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Cited by 7 publications
(5 citation statements)
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“…We use a GPU‐based virtual triangle subdivision scheme with a uniform grid proposed by Wong et al . [WLZ12] to handle collision detection, and for collision response a robust treatment presented by Bridson et al . [BFA02] is used.…”
Section: Methodsmentioning
confidence: 99%
“…We use a GPU‐based virtual triangle subdivision scheme with a uniform grid proposed by Wong et al . [WLZ12] to handle collision detection, and for collision response a robust treatment presented by Bridson et al . [BFA02] is used.…”
Section: Methodsmentioning
confidence: 99%
“…Also, they rely on the relatively uniform distribution of collision primitives in space; their CD of non-uniformly sized primitives is also more challenging. Wang et al [38] subdivided the large triangle into multiple sub-triangles to deal with the collision detection of non-uniformly sized primitives. Later, Wong et al [26] adopted the octree mesh approach to handle CD with uneven distribution of primitives in the environment.…”
Section: Related Workmentioning
confidence: 99%
“…This method requires the mesh to be attached with a skeleton. At the same time, some other methods are based on spatial subdivision schemes . These methods divide the object space into some subspaces to avoid the collision detection of the meshes from a different subspace.…”
Section: Related Workmentioning
confidence: 99%
“…At the same time, some other methods are based on spatial subdivision schemes. 40,41 These methods divide the object space into some subspaces to avoid the collision detection of the meshes from a different subspace. An adaptive octree grid for GPU-based collision detection method 42 has been proposed to make full use of the spatial relations between elements.…”
Section: Collision Detectionmentioning
confidence: 99%