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  4. Distance fields for rapid collision detection in physically based modeling
 
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2003
Conference Paper
Title

Distance fields for rapid collision detection in physically based modeling

Abstract
In this paper we address the problem of rapid distance computation between rigid objects and highly deformable objects, which is important in the context of physically based modeling of e.g hair or clothing. Our method is in particular useful when modeling deformable objects with particle systems - the most common approach to simulate such objects. We combine some already known techniques about distance fields into an algorithm for rapid collision detection. Only the rigid objects of an environment are represented by distance fields. In the context of proximity queries, which are essential for proper collision detection, this representation has two main advantages: First, any given boundary representation can be approximated quite easily, no high-degree polynomials or complicated approximation algorithms are needed. Second, the evaluation of distances and normals needed for collision response is extremely fast and independent of the complexity of the object. In the course of the paper we propose a simple, but fast algorithm for partial distance field computation. The sources are triangular meshes. Then, we present our approach for collision detection in detail. Examples from an interactive cloth animation system show the advantages of our approach in practice. We conclude that our method allows real-time animations of complex deformable objects in non-trivial environments on standard PC hardware.
Author(s)
Fuhrmann, A.
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Sobottka, G.
Uni Bonn
Groß, C.
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Mainwork
Graphicon '03. Proceedings  
Conference
International Conference on Computer Graphics and Vision (Graphicon) 2003  
Language
English
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Keyword(s)
  • distance field

  • Collision Detection

  • physically based modeling

  • realtime computer animation

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