Continuous Collision Detection Based on
Algorithm 3.3: The Routine of Distance Query in Third Stage Input: A queue with front nodes inside
5.2 Future Work
3. No limitation on the topology of triangle mesh: In contrast to FAST, our method could be applied on polygon soups, not only 2-manifold models.
5.2 Future Work
Our method is to solve the problem of continuous collision detection for a pair of rigid bodies. Therefore, in order to apply our method to various kinds of dynamic simulations, there still needs some efforts to enhance our method. First, we would like to enhance our method to solve the problem of continuous collision detection for articulated bodies.
Although Each link of an articulated body is a rigid body, it needs an broad-phased collision pruning algorithm to avoid the collision checks of these pairs of links which could not collide. In the field of discrete collision detection, the problem has been extensively studied.
However, there still exists some issues for us to study in the field of continuous collision detection. Second, we would like to extend our method to multi-body collision detection.
This problem has been also extensively studied In the field of discrete collision detection, but it is a more complex problem in the field of continuous collision detection. Because an object could collide with several objects during a time interval, the simulation could be incorrect if we only detect the first collision of the object. There are some other issues for this enhancement to study. Finally, we would like to study whether our method could be extended to deformable body. To efficiently solve this problem, we have to update our BVH in an efficient way. To produce the inbetween motion of a deformable body is also another important issue.
[AMBJ02] K. Abdel-Malek, D. Blackmore, and K. Joy. Swept Volumes: Foundations, Perspectives and Applications. International Journal of Shape Modeling, 2002.
[BGH97] J. Basch, L. Guibas, and J. Hershberger. Data structures for mobile data. In SODA: ACM-SIAM Symposium on Discrete Algorithms, 1997.
[CLMP95] J. Cohen, M. Lin, D. Manocha, and M. Ponamgi. I-COLLIDE: An Interac-tive and Exact Collision Detection System for Large-Scale Environments. In In Proceedings of Symposium on Interactive 3D Graphics, pages 189–218, 1995.
[CS06] D.S. Coming and O.G. Staadt. Kinetic sweep and prune for multi-body con-tinuous motions. Computer and Graphics, 30(3), 2006.
[Ea00] S. Ehmann and M. Lin and. Accelerated proximity queries between con-vex polyhedra using multi-level voronoi marching. Tech. Report TR00-026, Department of Computer Science Univ. of North Carolina,, 2000.
[Ea01] S. Ehmann and M. Lin and. Accurate and Fast Proximity Queries between Polyhedra using Convex Surface Decomposition. Computer Graphics Fo-rum, 20(3):500–510, 2001.
[GASF94] A. Garcia-Alonso, N. Serrano, and J. Flaquer. Solving the Collision Detec-tion Problem. IEEE Computer Graphics and ApplicaDetec-tions, 13(3):36–43, July 1994.
[GLM96] S. Gottschalk, M. Lin, and D. Manocha. OBBTree: A Hierarchical Structure
43
Bibliography 44
for Rapid Interference Detection. In Proc. of ACM Siggraph’96, pages 171–
180, 1996.
[HDLM96] M. Hughes, C. DiMattia, M.C. Lin, and D. Manocha. Efficient and Accurate Interference Detection for Polynomial Deformation and Soft Object Anima-tion. Technical Report TR96-001, 2 1996.
[He99] Taosong He. Fast Collision Detection using QuOSPO trees. In Symposium on Interactive 3D Graphics, pages 55–62, 1999.
[HKM95] M. Held, J. Klosowski, and J. Mitchell. Evaluation of Collision Detection Methods for Virtual Reality Fly-throughs. In In proceedings Seventh Cana-dian Conference on Computational Geometry, 1995.
[Hub93] P.M. Hubbard. Interactive collision detection. In In Proceedings of IEEE Symposium on Research Frontiers in Virtual Reality, number TR96-001, 2 1993.
[Hub95] P.M. Hubbard. Collision Detection for Interactive Graphics Applications.
IEEE Transactions on Visualization and Computer Graphics, 1(3):218–230, 1995.
[Hub96] P.M. Hubbard. Approximating Polyhedra with Spheres for Time-Critical Collision Detection. ACM Transactions on Graphics, 15(3):179–210, 1996.
[JTT01] P. Jimnez, F. Thomas, and C. Torras. 3D Collision Detection: A Survey.
Computers and Graphics, 25(2):269–285, apr 2001.
[KHM+98] J. T. Klosowski, M. Held, J. S. B. Mitchell, H. Sowizral, and K. Zikan. Effi-cient Collision Detection Using Bounding Volume Hierarchies of k-DOPs.
IEEE Transactions on Visualization and Computer Graphics, 4(1):21–36, 1998.
[KPLM98] S. Krishnan, A. Pattekar, M. Lin, and D. Manocha. Spherical Shells: A Higher-Order Bounding Volume for Fast Proximity Queries. In In Proceed-ings of WAFR 98, pages 287–296, 2 1998.
[LG98] M.C. Lin and S. Gottschalk. Collision detection between geometric models:
a survey. In In Proc. of IMA Conference on Mathematics of Surfaces, pages 37–56, 1998.
[LGLM] E. Larsen, S. Gottschalk, M. Lin, and D. Manocha. Fast Proximity Queries with Swept Sphere Volumes. In Tech. Rep. TR99-018. Department of Com-puter Science, University of North Carolina.
[LM03] M.C. Lin and D. Manocha. Collision and proximity queries. In Handbook of Discrete and Computational Geometry, 2003.
[Mir96] B. Mirtich. Impulse-Based Dynamic Simulation of Rigid Body Systems. Ph.D.
thesis, University of California, Berkeley, 1996.
[MW88] M. Moore and J.P. Wilhelms. Collision Detection and Response for Com-puter Animation. In ComCom-puter Graphics (SIGGRAPH 88), pages 289–298, 1988.
[NAT90] B. Naylor, J. Amanatides, and W. Thibault. Merging BSP Trees Yields Poly-hedral Set Operations. In Computer Graphics (SIGGRAPH 90), pages 115–
124, 1990.
[PG95] I. Palmer and R. Grimsdale. Collision Detection for Animation using Sphere-Trees. Computer Graphics Forum, 14(2):105–116, 1995.
[Qui94] S. Quinlan. Efficient Distance Computation between Non-Convex Objects.
In IEEE Intern. Conf. on Robotics and Automation, pages 3324–3329. IEEE, 1994.
[RKC02] S. Redon, A. Kheddar, and S. Coquillart. Fast continuous collision detection between rigid bodies. Computer Graphics Forum, 2002.
[RKLM04a] S. Redon, Y.J. Kim, M.C. Lin, and D. Manocha. Fast continuous collision detection for articulated models. In Proceedings of ACM Symposium on Solid Modeling and Applications, 2004.
[RKLM04b] S. Redon, Y.J. Kim, M.C. Lin, and D. Manocha. Interactive and continuous collision detection for avatars in virtual environments. In Proceedings of IEEE Virtual Reality, 2004.
Bibliography 46
[Sny92] J. Snyder. Interval analysis for computer graphics. Computer Graphics, 26(2):121–130, July 1992.
[TN87] W.C. Thibault and B.F. Naylor. Set Operations on Polyhedra Using Binary Space Partitioning Trees. In Computer Graphics (SIGGRAPH 87), pages 153–162, 1987.
[WZ06] R. Weller and G. Zachmann. Kinetic separation lists for continuous colli-sion detection of deformable objects. In Third Workshop in Virtual Reality Interactions and Physical Simulation, 2006.
[YT93] Y. Yang and N. Thalmann. An Improved Algorithm for Collision Detection in Cloth Animation with Human Body. In Proc. First Pacific Conf. Computer Graphics and Applications, pages 237–251, 1993.
[Zac95] G. Zachmann. The BoxTree: Enabling Real-Time and Exact Collision De-tection of Arbitrary Polyhedra. In In Informal Proc. First Workshop on Sim-ulation and Interaction in Virtual Environments, SIVE 95, pages 104–112, July 1995.
[ZLK06] X. Zhang, M. Lee, and Y. J. Kim. Interactive Continuous Collision Detection for Non-Convex Polyhedra. In Visual Computer Vol 22, pages 9–11, 2006.