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dc.contributor.authorXu, Hongyien_US
dc.contributor.authorBarbic, Jernejen_US
dc.contributor.editorJan Bender and Christian Duriez and Fabrice Jaillet and Gabriel Zachmannen_US
dc.date.accessioned2014-12-16T07:27:40Z
dc.date.available2014-12-16T07:27:40Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-71-2en_US
dc.identifier.urihttp://dx.doi.org/10.2312/vriphys.20141218en_US
dc.description.abstractWe present an algorithm for fast continuous collision detection between points and signed distance fields. Such robust queries are often needed in computer animation, haptics and virtual reality applications, but have so far only been investigated for polygon (triangular) geometry representations. We demonstrate how to use an octree subdivision of the distance field for fast traversal of distance field cells. We also give a method to combine octree subdivision with points organized into a tree hierarchy, for efficient culling of continuous collision detection tests. We apply our method to multibody rigid simulations, and demonstrate that our method accelerates continuous collision detection between points and distance fields by an order of magnitude.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.6.8 [Simulation and Modeling]en_US
dc.subjectTypes of Simulationen_US
dc.subjectAnimationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectPhysically based modelingen_US
dc.titleContinuous Collision Detection Between Points and Signed Distance Fieldsen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulationen_US


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