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Hardware-assisted self-collision for deformable surfaces

Published:11 November 2002Publication History

ABSTRACT

The natural behavior of garments and textile materials in the presence of changing object states is potentially the most computationally demanding task in a dynamic 3D virtual environment. Cloth materials are highly deformable inducing a very large number of contact points or regions with other objects. In a natural environment, cloth objects often interact with themselves generating a large number of self-collisions areas. The interactive requirements of 3D games and physically driven virtual environments make the cloth collisions and self-collisions computations more challenging. By exploiting mathematically well-defined smoothness conditions over smaller patches of deformable surfaces and resorting to image-based collision detection tests, we developed an efficient collision detection method that achieves interactive rates while tracking self-interactions in highly deformable surfaces consisting of more that 50,000 elements. The method makes use of a novel technique for dynamically generating a hierarchy of cloth bounding boxes in order to perform object-level culling and image-based intersection tests using conventional graphics hardware support.

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          cover image ACM Conferences
          VRST '02: Proceedings of the ACM symposium on Virtual reality software and technology
          November 2002
          232 pages
          ISBN:1581135300
          DOI:10.1145/585740

          Copyright © 2002 ACM

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          Publication History

          • Published: 11 November 2002

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          VRST '02 Paper Acceptance Rate26of105submissions,25%Overall Acceptance Rate66of254submissions,26%

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