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Deformable model collision detection using A-buffer

Hanyoung Jang, Junghyun Hany
College of Information and Communications, Korea University, Seoul, Korea
In I3D ’08: Proceedings of the 2008 symposium on Interactive 3D graphics and games (2008), pp. 1-1

@conference{jang2008deformable,

   title={Deformable model collision detection using A-buffer},

   author={Jang, H. and Hany, J.H.},

   booktitle={Proceedings of the 2008 symposium on Interactive 3D graphics and games},

   pages={1},

   year={2008},

   organization={ACM}

}

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This paper presents a new image-space algorithm for real-time collision detection, where the GPU computes the potentially colliding sets (PCSs), and the CPU performs the standard triangle/triangle intersection test. When the bounding boxes of two objects intersect, the intersection is passed to the GPU. By rendering the objects in the intersection region, the GPU saves the object surfaces in A-buffer about 8 times faster than the ordinary approaches. As surfaces are rendered, their depth values are stored in textures. If the depth disparity between two surfaces is small enough, a PCS is obtained, which consists of two triangle, with a triangle from an object. The PCSs are read back to the CPU, and the CPU computes the intersection points between triangles. The proposed algorithm overcomes a variety of weaknesses which are revealed in the existing collision detection techniques: it does not require any preprocessing, it can handle dynamic models including deformable and fracturing meshes, it can compute self-collisions, etc. Its performance proves its usefulness in real-time applications such as 3D games.
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