Abstract
Urban simulation research has become an important research area in computer graphics due to the need to visualize urban environment as realistic as possible. Urban environment consists of elements such as culling, lighting, shadows, collision detection and others that will determine the realism level of simulation. One of the key components that need further consideration is to equip the synthetic world with fast and efficient collision detection approach so that urban simulation can be done realistically. In general, hierarchical approach provides fast and efficient collision detection method in urban simulation. We present a new traversal algorithm of Bounding-Volume Hierarchies (BVH) for collision detection (CD) between static and moving object that can be used in urban simulation. The result from the experiments had shown that the combination of the AABB BVH and optimized traversal algorithm is superior over the previous BVH approaches where less time taken to detect collision between static and moving objects in urban simulation.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Kockara, S., Halic, T., Iqbal, K., Bayrak, C., Rowe, R.: Collision detection: A survey. In: IEEE International Conference on Systems, Man and Cybernetics, 2007. ISIC 2007, pp. 4046–4051 (2007)
Lin, M.C., Manocha, D.: Collision and Proximity Query. In: Goodman, J.E., O’Rourke, J. (eds.) Handbook of Discrete and Computational Geometry, 2nd edn., ch. 35, pp. 787–807. CRC Press, Boca Raton (2004)
Bradshaw, G., O’sullivan, C.: Adaptive Medial-axis Approximation for Sphere-Tree Construction. ACM Transactions on Graphics 23(1), 1–26 (2004)
Hubbard, P.M.: Collision detection for interactive graphics applications. PhD thesis, Brown University (1995)
Hubbard, P.M.: Approximating polyhedra with spheres for time-critical collision detection. ACM Transactions on Graphics 15(3), 179–210 (1996)
Quinlan, S.: Efficient distance computation between nonconvex object. In: Proceedings of IEEE International Conference on Robotics and Automation, pp. 3324–3329. IEEE Press, Los Alamitos (1994)
Spillmann, J., Becker, M., Teschner, M.: Efficient updates of bounding sphere hierarchies for geometrically deformable models. J. Vis. Comun. Image Represent. 18(2), 101–108 (2007)
Mezger, J., Kimmerle, S., Etzmuss, O.: Hierarchical Techniques in Collision Detection for Cloth Animation. Journal of WSCG 11(2), 322–329 (2003)
Liu, S., Wang, C.C., Hui, K., Jin, X., Zhao, H.: Ellipsoid-tree construction for solid objects. In: Proceedings of the 2007 ACM Symposium on Solid and Physical Modeling, SPM 2007, Beijing, China, pp. 303–30. ACM, New York (2007)
Zhang, X., Kim, Y.J.: Interactive Collision Detection for Deformable Models Using Streaming AABBs. IEEE Transactions on Visualization and Computer Graphics 13(2), 318–329 (2007)
van den Bergen, G.: Efficient collision detection of complex deformable models using AABB trees. Journal of Graphics Tools 4(2), 1–13 (1997)
Cohen, J.D., Manocha, D., Lin, M.C., Ponamgi, M.K.: Interactive and exact collision detection for large-scale environments. Technical Report TR94-005, University of North Carolina at Chapel Hill, Computer Science Department (1994)
Gottschalk, S., Lin, M., Manocha, D.: OBB-Tree: A Hierarchical Structure for Rapid Interference Detection. In: ACM SIGGRAPH, pp. 171–180 (1996)
Benitez, A., del Carmen Ramirez, M., Vallejo, D.: Collision Detection Using Sphere-Tree Construction. In: Proceedings of the15th International Conference on Electronics, Communications and Computer. CONIELECOMP, pp. 286–291 (2005)
Klosowski, M., Held, J., Mitchell, S.B., Zikan, K., Sowizral, H.: Efficient collision detection using bounding-volume hierarchies of k-DOPs. IEEE Trans. Visualizat. Comput. Graph. 4(1), 21–36 (1998)
Musse, S.R., Thalmann, D.: A Model of Human Crowd Behavior: Group Inter-Relationship and Collision Detection Analysis. In: Proc. Workshop Computer Animation and Simulation of Eurographics 1997 (September 1997)
Loscos, C., Marchal, D., Meyer, A.: Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws. In: Proc. Theory and Practice of Computer Graphics 2003. IEEE Computer Society Press, Los Alamitos (2003)
Feurtey, F.: Simulating the Collision Avoidance Behavior of Pedestrians, Master thesis, The University of Tokyo, School of Engeenering (2000)
Aliaga, D., Cohen, J., Wilson, A., Zhang, H., Erikson, C., Hoff, K., Hudson, T., Stuerzlinger, W., Baker, E., Bastos, R., Whitton, M., Brooks, F., Manocha, D.: A Framework for the Real-Time Walkthrough of Massive Models. Technical Report. UMI Order Number: TR98-013., University of North Carolina at Chapel Hill (1998)
Farenc, N., Boulic, R., Thalmann, D.: An Informed Environment Dedicated to the Simulation of Virtual Humans in Urban Context. Computer Graphics Forum 18(3), 309–318 (2000)
Tecchia, F., Chrysanthou, Y.: Real-time Visualisation of Densely Populated Urban Environments: a Simple and Fast Algorithm for Collision Detection. In: Eurographics UK 2000, Swansee (April 2000)
Hamill, J., O’Sullivan, C.: Virtual dublin - a framework for real-time urban simulation. Journal of WSCG 11, 221–225 (2003)
Möller, T., Trumbore, B.: Fast, minimum storage ray-triangle intersection. J. Graph. Tools 2(1), 21–28 (1997)
Nurminen, A.: m-LOMA - a mobile 3D city map. In: Proceedings of the Eleventh international Conference on 3D Web Technology (Web3D 2006), Columbia, Maryland, pp. 7–18. ACM, New York (2006)
Weghorst, H., Hooper, G., Greenberg, D.: Improved computational methods for ray tracing. ACM Transactions on Graphics, 52–69 (1984)
Bade, et al.: Oriented convex polyhedra for collision detection in 3D computer animation. In: Proceedings of the 4th international Conference on Computer Graphics and interactive Techniques in Australasia and Southeast Asia, Kuala Lumpur, Malaysia, November 29 - December 02, 2006, pp. 127–193. ACM, New York (2006)
Somchaipeng, K., Erleben, K., Sporring, J.: A Multi-Scale Singularity Bounding-volume Hierarchy. In: Proceedings of WSCG, pp. 179–186 (2005)
Luiz Gonzaga da, S., Soraia Raupp, M.: Real-time generation of populated virtual cities. In: Proceedings of the ACM symposium on Virtual reality software and technology, ACM, Limassol (2006)
An, N.: Implicit bounding volumes and bounding volume hierarchies, p. 98. Stanford University (2006)
Erikson, C.: Real-Time Collision Detection. Elsevier Inc., Amsterdam (2005)
Xiaoping, L., et al.: Kernel-Based Cellular Automata for Urban Simulation. In: Proceedings of the Third International Conference on Natural Computation, vol. 03, IEEE Computer Society Press, Los Alamitos (2007)
Larrson, T.: PhD Thesis, Adaptive Bounding Volume Hierarchies for Efficient Collision Queries, Mälardalen University (January 2009)
Sulaiman, H.A., Bade, A., Daman, D., Sunar, M.S.: Bounding-volume hierarchies for detecting interference in urban simulation. In: Proc. of Computer Games & Allied Technology in Animation, Multimedia, IPTV & Entertainment, Singapore, pp. 96–102 (April 28-30, 2008)
Sulaiman, H.A., Bade, A., Daman, D., Sunar, M.S.: The framework of bounding-volume hierarchies for detecting interference in urban simulation. In: The 4th International Conference on Information & Communication Technology and Systems, August 5, 2008, pp. 261–266. Institut Teknologi Sepuluh Nopember (ITS), Surabaya (2008)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2009 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Asyrani Sulaiman, H., Bade, A., Daman, D., Suaib, N.M. (2009). Hierarchical Approach for Fast and Efficient Collision Detection in Urban Simulation. In: Badioze Zaman, H., Robinson, P., Petrou, M., Olivier, P., Schröder, H., Shih, T.K. (eds) Visual Informatics: Bridging Research and Practice. IVIC 2009. Lecture Notes in Computer Science, vol 5857. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-05036-7_6
Download citation
DOI: https://doi.org/10.1007/978-3-642-05036-7_6
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-05035-0
Online ISBN: 978-3-642-05036-7
eBook Packages: Computer ScienceComputer Science (R0)