• 沒有找到結果。

Conclusion and Future Work

7.2 Future Work

If the deformable object deforms severely, and the rigid object moves every frame, we should compute view primitives every frame. We can employ GPUs to compute view primitives.

Besides, we can observe that the influence of violated triangles for performing traver-sal is great. The types of violated triangles are kept until the object is self-collision free.

But the boundaries of the meshes may sometimes roll in the beginning and lay down later, and the violated triangles become normal, as shown in Figure 7.1. The black edges pass through the ghost edge again and become normal. But the curve is still not self-collision free according to the results of performing view tests. So the black edges are still assigned to the violated view set. In fact, when the boundaries of the meshes are no longer rolled, the view set of violated triangles should be released even though the object is not self-collision free. Then, we can reduce the cost of performing traversal for unclosed triangle meshes.

We want to handle skeleton deformable objects with the view-based approach. For

Figure 7.1: Boundary edges roll and lay down.

skeleton deformable objects, triangle orientation cannot be determined appropriately ac-cording to a single view primitive. We should divide the objects and generate related view primitives for each part. For example, a character can be divided into five parts mainly, including four limbs and the body. We can generate five view primitives and perform view tests separately.

Finally, we want to extend the view-based approach to handle continuous inter-collision detection. For some kinds of models, the view-based approach is also suitable. For ex-ample, if there are two objects. One of them lies in the other one, and a view primitive is put inside the interior object. During the simulation, these two object do not penetrate each other, and then we can observe that inter-collision should occur at two triangles with the same orientation based on the view primitives. Finally, we will implement the whole procedure of collision detection, including BVHs update, on GPUs.

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