Nothing Special   »   [go: up one dir, main page]

skip to main content
research-article

Collision Detection for Interactive Graphics Applications

Published: 01 September 1995 Publication History

Abstract

Collision detection and response are important for interactive graphics applications such as vehicle simulators and virtual reality. Unfortunately, previous collision detection algorithms are too slow for interactive use. The paper presents a new algorithm for rigid or articulated objects that meets performance goals through a form of time critical computing. The algorithm supports progressive refinement, detecting collisions between successively tighter approximations to object surfaces as the application allows it more processing time. The algorithm uses simple four dimensional geometry to approximate motion, and hierarchies of spheres to approximate three dimensional surfaces at multiple resolutions. In a sample application, the algorithm allows interactive performance that is not possible with a good previous algorithm. In particular, the new algorithm provides acceptable accuracy while maintaining a steady and high frame rate, which in some cases improves on the previous algorithm's rate by more than two orders of magnitude

References

[1]
D. Baraff, “Coping with friction for non-penetrating rigid body simulation,” SIGGRAPH ’91, vol. 25, no. 4, pp. 31–40, July 1991.
[2]
L. Bergman, H. Fuchs, E. Grant, and S. Spach, “Image rendering by adaptive refinement,” SIGGRAPH ’86, vol. 20, no. 4, pp. 29–37, Aug. 1986.
[3]
J. Canny, “Collision detection for moving polyhedra,” IEEE Trans. Pattern Analysis and Machine Intelligence, vol. 8, no. 2, pp. 200–209, Mar. 1986.
[4]
J.D. Cohen, M.C. Lin, D. Manocha, and M.K. Ponamgi, “I-COLLIDE: An interactive and exact collision detection system for large-scale environments,” Proc. 1995 Symp. Interactive 3D Graphics, Monterey, Calif., pp. 189–196, 1995.
[5]
R.K. Culley and K.G. Kempf, “A collision detection algorithm based on velocity and distance bounds,” Proc. IEEE Int’l Conf. Robotics and Automation, pp. 1,064–1,069, 1986.
[6]
T. Duff, “Interval arithmetic and recursive subdivision for implicit functions and constructive solid geometry,” SIGGRAPH ’92, vol. 26, no. 2, pp. 131–138, July 1992.
[7]
A. Foisy, V. Hayward, and S. Aubry, “The use of awareness in collision prediction,” Proc. 1990 IEEE Int’l Conf. Robotics and Automation, pp. 338–343, 1990.
[8]
T.A. Funkhouser and C.H. Séquin, “Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments,” SIGGRAPH ’93, pp. 247–254, Aug. 1993.
[9]
A. Garcia-Alonso, N. Serrano, and J. Flaquer, “Solving the collision detection problem,” IEEE Computer Graphics and Applications, vol. 14, no. 3, pp. 36–43, May 1995.
[10]
J.A. Goldak, X. Yu, A. Knight, and L. Dong, “Constructing discrete medial axis of 3-D objects,” Int’l J. Computational Geometry and Applications, vol. 1, no. 3, pp. 327–339, 1991.
[11]
J. Goldsmith and J. Salmon, “Automatic creation of object hierarchies for ray tracing,” IEEE Computer Graphics and Applications, vol. 7, no. 5, pp. 14–20, May 1987.
[12]
P.S. Heckbert and M. Garland, “Multiresolution modeling for fast rendering,” Proc. Graphics Interface ’94, pp. 43–50, May 1994.
[13]
P.M. Hubbard, “Interactive collision detection,” Proc. 1993 IEEE Symp. Research Frontiers in Virtual Reality, pp. 24–31, Oct. 1993.
[14]
P.M. Hubbard, “Collision detection for interactive graphics applications,” PhD thesis, Dept. of Computer Science, Brown Univ., Oct. 1994.
[15]
R.S. Kennedy, N.E. Lane, M.G. Lilienthal, K.S. Berbaum, and L.J. Hettinger, “Profile analysis of simulator sickness symptoms: Application to virtual environment systems,” Presence, vol. 1, no. 3, Summer 1992.
[16]
M.C. Lin, D. Manocha, and J.F. Canny, “Fast collision detection between geometric models,” Tech. Report TR93-004, Dept. of Computer Science, Univ. of North Carolina at Chapel Hill, Jan. 1993.
[17]
P.W.C. Maciel and P. Shirley, “Visual navigation of large environments using textured clusters,” Proc. 1995 Symp. Interactive 3D Graphics, Monterey, Calif., pp. 95–102, 1995.
[18]
M.P. Moore and J. Wilhelms, “Collision detection and response for computer animation,” SIGGRAPH ’88, vol. 22, no. 4, pp. 289–298, Aug. 1988.
[19]
B.F. Naylor, “Constructing good partitioning trees,” Proc. of Graphics Interface ’93, pp. 181–191, May 1993.
[20]
J. O’Rourke and N. Badler, “Decomposition of three-dimensional objects into spheres,” IEEE Trans. Pattern Analysis and Machine Intelligence, vol. 1, no. 3, pp. 295–305, July 1979.
[21]
F.P. Preparata and M.I. Shamos, Computational Geometry: An Introduction. New York: Springer-Verlag, 1985.
[22]
W.H. Press, S.A. Teukolsky, W.T. Vetterling, and B.P. Flannery, Numerical Recipes in C, 2nd ed., Cambridge, England: Cambridge Univ. Press, 1992.
[23]
H. Samet and R.E. Webber, “Hierarchical data structures and algorithms for computer graphics, part 1: Fundamentals,” IEEE Computer Graphics and Applications, vol. 8, no. 3, pp. 48–68, May 1988.
[24]
S. Sclaroff and A. Pentland, “Generalized implicit functions for computer graphics,” SIGGRAPH ’91, vol. 25, no. 4, pp. 247–250, Aug. 1991.
[25]
C.A. Shaffer and G.M. Herb, “A real-time robot arm collision avoidance system,” IEEE Trans. Robotics and Automation, vol. 8, no. 2, pp. 149–160, Apr. 1992.
[26]
A. Smith, Y. Kitamura, H. Takemura, and F. Kishino, “A simple and efficient method for accurate collision detection among deformable objects in arbitrary motion,” Proc. IEEE Virtual Reality Ann. Int’l Symp., pp. 136–145, Mar. 1995.
[27]
J.M. Snyder, A.R. Woodbury, K. Fleischer, B. Currin, and A.H. Barr, “Interval methods for multi-point collisions between time-dependent curved surfaces,” SIGGRAPH ’93, pp. 321–334, Aug. 1993.
[28]
W.C. Thibault and B.F. Naylor, “Set operations on polyhedra using binary space partitioning trees,” SIGGRAPH ’87, vol. 21, no. 4, pp. 153–162, July 1987.
[29]
G. Turk, “Interactive collision detection for molecular graphics,” Tech. Report 90-014, Dept. of Computer Science, Univ. of North Carolina at Chapel Hill, Jan. 1990.

Cited By

View all
  • (2023)P2M: A Fast Solver for Querying Distance from Point to Mesh SurfaceACM Transactions on Graphics10.1145/359243942:4(1-13)Online publication date: 26-Jul-2023
  • (2023)Human-Factors-in-Driving-Loop: Driver Identification and Verification via a Deep Learning Approach using Psychological Behavioral DataIEEE Transactions on Intelligent Transportation Systems10.1109/TITS.2022.322578224:3(3383-3394)Online publication date: 1-Mar-2023
  • (2023)Path Planning for the Gantry Welding Robot System Based on Improved RRT*Robotics and Computer-Integrated Manufacturing10.1016/j.rcim.2023.10264385:COnline publication date: 17-Oct-2023
  • Show More Cited By
  1. Collision Detection for Interactive Graphics Applications

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image IEEE Transactions on Visualization and Computer Graphics
    IEEE Transactions on Visualization and Computer Graphics  Volume 1, Issue 3
    September 1995
    77 pages

    Publisher

    IEEE Educational Activities Department

    United States

    Publication History

    Published: 01 September 1995

    Qualifiers

    • Research-article

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)0
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 09 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2023)P2M: A Fast Solver for Querying Distance from Point to Mesh SurfaceACM Transactions on Graphics10.1145/359243942:4(1-13)Online publication date: 26-Jul-2023
    • (2023)Human-Factors-in-Driving-Loop: Driver Identification and Verification via a Deep Learning Approach using Psychological Behavioral DataIEEE Transactions on Intelligent Transportation Systems10.1109/TITS.2022.322578224:3(3383-3394)Online publication date: 1-Mar-2023
    • (2023)Path Planning for the Gantry Welding Robot System Based on Improved RRT*Robotics and Computer-Integrated Manufacturing10.1016/j.rcim.2023.10264385:COnline publication date: 17-Oct-2023
    • (2023)Volumetric virtual environmentsJournal of Computer Science and Technology10.1007/BF0295192515:1(37-46)Online publication date: 22-Mar-2023
    • (2022)Affine body dynamicsACM Transactions on Graphics10.1145/3528223.353006441:4(1-14)Online publication date: 22-Jul-2022
    • (2021)A Large-scale Benchmark and an Inclusion-based Algorithm for Continuous Collision DetectionACM Transactions on Graphics10.1145/346077540:5(1-16)Online publication date: 24-Sep-2021
    • (2021)Medial IPCACM Transactions on Graphics10.1145/3450626.345975340:4(1-16)Online publication date: 19-Jul-2021
    • (2020)Medial ElasticsACM Transactions on Graphics10.1145/338451539:3(1-17)Online publication date: 21-Apr-2020
    • (2019)($$\delta ,{\varepsilon }$$?,?)-Ball Approximation of a ShapeDiscrete & Computational Geometry10.1007/s00454-018-0019-861:3(595-625)Online publication date: 1-Apr-2019
    • (2018)Approximate convex decomposition and transfer for animated meshesACM Transactions on Graphics10.1145/3272127.327502937:6(1-10)Online publication date: 4-Dec-2018
    • Show More Cited By

    View Options

    View options

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media