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dc.contributor.authorNießner, Matthiasen_US
dc.contributor.authorSiegl, Christianen_US
dc.contributor.authorSchäfer, Henryen_US
dc.contributor.authorLoop, Charlesen_US
dc.contributor.editorM.- A. Otaduy and O. Sorkineen_US
dc.date.accessioned2014-01-26T14:58:16Z
dc.date.available2014-01-26T14:58:16Z
dc.date.issued2013en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/conf/EG2013/short/033-036en_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleReal-time Collision Detection for Dynamic Hardware Tessellated Objectsen_US
dc.description.seriesinformationEurographics 2013 - Short Papersen_US


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