Real-time Collision Detection for Dynamic Hardware Tessellated Objects
Date
2013Author
Nießner, Matthias
Siegl, Christian
Schäfer, Henry
Loop, Charles
Metadata
Show full item recordAbstract
We present a novel method for real-time collision detection of patch based, displacement mapped objects using hardware tessellation. Our method supports fully animated, dynamically tessellated objects and runs entirely on the GPU. In order to determine a collision between two objects, we first find the intersecting volume of the corresponding object oriented bounding boxes. Next, patches of both objects are tested for inclusion within this volume. All possibly colliding patches are then voxelized into a uniform grid of single bit voxels. Finally, the resulting voxelization is used to detect collisions. Testing two moderately complex models containing thousands of patches can be done in less than a millisecond making our approach ideally suited for real-time games.
BibTeX
@inproceedings {10.2312:conf:EG2013:short:033-036,
booktitle = {Eurographics 2013 - Short Papers},
editor = {M.- A. Otaduy and O. Sorkine},
title = {{Real-time Collision Detection for Dynamic Hardware Tessellated Objects}},
author = {Nießner, Matthias and Siegl, Christian and Schäfer, Henry and Loop, Charles},
year = {2013},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/conf/EG2013/short/033-036}
}
booktitle = {Eurographics 2013 - Short Papers},
editor = {M.- A. Otaduy and O. Sorkine},
title = {{Real-time Collision Detection for Dynamic Hardware Tessellated Objects}},
author = {Nießner, Matthias and Siegl, Christian and Schäfer, Henry and Loop, Charles},
year = {2013},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/conf/EG2013/short/033-036}
}