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dc.contributor.authorKrishnan, S.en_US
dc.contributor.authorGopi, M.en_US
dc.contributor.authorLin, M.en_US
dc.contributor.authorManocha, D.en_US
dc.contributor.authorPattekar, A.en_US
dc.date.accessioned2015-02-15T19:15:11Z
dc.date.available2015-02-15T19:15:11Z
dc.date.issued1998en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00278en_US
dc.description.abstractIn this paper, we present an efficient algorithm for contact determination between spline models. We make use of a new hierarchy, called ShellTree, that comprises of spherical shells and oriented bounding boxes. Each spherical shell corresponds to a portion of the volume between two concentric spheres. Given large spline models, our algorithm decomposes each surface into Bezier patches as part of pre-processing. At runtime it dynamically computes a tight fitting axis-aligned bounding box across each Bezier patch and efficiently checks all such boxes for overlap. Using off-line and on-line techniques for tree construction, our algorithm computes ShellTrees for Bezier patches and performs fast overlap tests between them to detect collisions. The overall approach can trade off runtime performance for reduced memory requirements. We have implemented the algorithm and tested it on large models, each composed of hundred of patches. Its performance varies with the configurations of the objects. For many complex models composed of hundreds of patches, it can accurately compute the contacts in a few milliseconds.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleRapid and Accurate Contact Determination between Spline Models using ShellTreesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume17en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.00278en_US
dc.identifier.pages315-326en_US


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